Instead of restating what I have already posted in my feedback of the game, I thought I would limit this to my main thoughts/issues with DA2. If it’s not mentioned below, assume that I either a) liked it,

didn’t have much of an option of it either way or c) didn’t particularly like it (or perhaps can live with it) but it’s not worth to mention in light of the much greater points/issues listed below.
- Elven design – this really bothers me, as I just can’t get over how extremely squished the elves have become, especially from what was introduced in DA:O. By all means, make the elves lean and graceful, as they are meant to be, but the design was taken too far and we ended up with ridiculously over-anorexic and certainly not appealing creatures with hardly any resemblance to the race of DA:O.
- Dalish demeanour – as someone whose first experience in the world of Thedas was as a Dalish Warden, I was extremely shocked and disappointed (not to mentioned jolted out of my adventuring) when I came across my old Dalish clan in DA2. In addition to the above point, the entire bearing of the Dalish in DA2 has made a complete 180. The Dalish elves especially are meant to be ethereal creatures, graceful, mythical, with a calmness and mystique resulting from their lore, wisdom and connection to the land. I found all these things to be missing from the Dalish of DA2, with Merrill being the best example, as I found her to be too bumbling, too jittery, too… DA2 Merrill. Also, making all of the Dalish speak with whatever British Isle accent they were speaking was just another aspect of them that was jarring to me. Compare the interactions with the Dalish in DA:O and DA2… I simply cannot reconcile the two drastically different versions and the whole experience is extremely… unpleasant.
- Companions/Relationships – another thing that bothers me with the DA2 experience is the rather scripted way in which relationships with my companions unfold, the way the pace is dictated by my companions, rather than me. When I wish to talk to a companion, get to know them, all I get is a one line response (basically let’s to kill stuff) and only when the companions are ready to talk to me, I get a note from them (to the effect of yeah, I’m ready to talk now so get your behind over to my place). The removal of freedom of the player’s dictating how the relationships unfold is hitting me hard and takes away from the immersion/enjoyment of the experience. Also, I found the opportunities to converse with my companions and get to know them better to be few and far between. By all means, pace the overall relationships, reveal only portions of a character’s past/aspects/whatever but do not take away the freedom of letting the player dictate those portions. Look at the way it was done in DA:O for examples of how the pacing yet the freedom of the player dictating the uncovering of a relationship was done very well (for example, Zevran).
- Anders – while I enjoyed getting to see Anders and have him back in my party, I found the retconning of his character a bit disturbing. I understand some of the arguments of why the DA2 Anders is the way he is but overall I find that no matter how you slice it, I cannot appreciate how you can take DA:A Anders, throw Justice in the mix and all of a sudden end up with DA2 Anders. The changes are just too great for that to be believable to me. I am rather fond of DA:A Anders and the DA2 Anders felt like a very different character – why not simply introduce a new character instead of making drastic changes to an already existing one?
- Reused maps – I must say that after a while, I found the whole reused maps/environments simply depressing. Walking into a cave for quest B and discovering that it’s the same cave as was used in quest A and knowing that it will be still the same cave in quest C took away much of the excitement of delving into and exploring a fantastic game world. I was simply going through the motions after a while, no excitement of what I will find around the corner at all.
- Combat – overall I found the combat to be too fast paced. By the time I focused my attention on an enemy, he was already eating dirt, before I even had a chance to utter a battle cry… OK, trying to move on to another enemy… Gha, same thing. The combat was all about being flashy, and there was not much thinking involved at all. Upping the difficulty only spawned more mobs. So I had very little invested in the battles as I found them to be more a bothersome annoyance than anything else.
- Waves of enemies – I have to say that I found waves of enemies to be… silly. I killed all of the enemies I faced, then found that more enemies simply appeared out of thin air. OK… so I killed those… oh look, even more enemies appearing out of thin air. Again, it all got rather tedious and silly and I was just going through the motions. There was not much thinking tactics involved, like for example, in some of the DA:O encounters where I could see a bunch of mobs in front of me (warriors) with another group of archers to the side on this hill, with yet another group of mages positioned behind the warriors – all there with no silly waves – much more believable and enjoyable.
- Exploding enemies – really found that to be ridiculous. I can understand if a mage throws a fireball at an enemy (ok, that would result more in a charred body than exploding upper portion of the body while the lower portion remained upright, but I can go with it, it was actually a fireball of C4), but when the same thing happens when a warrior runs an enemy through with a sword or a rogue placed an arrow between the eyes - what, C4 topped arrowheads? Keep the gore, it makes sense for warriors and whathaveyou to be splattered with blood after a gruesome fight but the exploding enemies? Really guys… ridiculous.
- On a related note I would like to say what also bothered me was the cutscenes involving people splattered with gore and the fact that each and every time their bottom teeth were… what looked to me made to be invisible. I guess you were trying for the blood effect on the teeth as well, but a) that’s just… Ewwww and

it didn’t come across very well graphically and took away from the immersing experience. Keep to drenching the characters in gore but please stay from trying to shove that gore into their mouth as well.

- Oversimplified / repetitive quests – the whole questing experience wasn’t particularly fun for me as I found a good portion of the quests to be a) over-simplified and

repetitive and tedious which all resulted in me being bored out of my mind instead of excited about getting more quests. The over-simplification came about the fact that generally the quests were all about pick up quest, go over here, kill stuff, loot stuff, go back to quest giver for reward… and rise and repeat. That, combined with the reused environments resulted in the boring, tedious experience. It would be wonderful is more thought was put into designing the quests and how some flow into each other or are connected. I recall in DA:O I didn’t experience this as the quests were more thought out, for example, I had to think, well, ok, I have these active quests and this portion of quest 3 and this portion of quest 5 I can complete the next time I swing by the Frostback Mountains, and then I will need to go to the Lake to complete this other portion of quest 5 and while there I can also complete a portion of quest 2… I guess what I am trying to say is that the quests in DA:O were more involved and required me to put more thought behind how I was to accomplish them, which was a much more enjoyable and rewarding experience for me, because after I finally finished a quest, I experienced a sense of accomplishment, instead of just going through the motions with some of the quests in DA2.
- Overall I found the story/events/quests to all be disjointed, I had no clear purpose (aside from Act I, all I knew was that I had to gather funds and I think that had as much of a continuous, connected flow as I experienced in the whole of DA2). The experience lacked cohesion and was more akin to a collection of individual quests with very little connection to each other or the overall story. Not everything was like this but there were so many of these disjointed elements, enough for the overall experience to feel disjointed.
- I also experienced feelings of no real, true choice in playing this game, no say in how the world/events unfolded before me, that no matter what I did, the end was the same. And whatever real choices occurred in game, I felt that they were forced upon me. It was almost like whatever choices I did get to make were only as an afterthought and insignificant and I had no effect, no control on this game world as a player, and thus felt more like I was watching a movie than playing an interactive game. I felt much more restricted, everything was almost linear/scripted. I did not experience this in DA:O, for there I actually felt like the fate of the world was to be dictated by me and my choices.
- Ending – I felt the ending was rather anti-climactic, for in addition to the above point, I had no real answers about much of anything just more questions. What did I accomplish in the end? Not much of anything really except vanish into this air and leave me, the player, hanging with no answers, no conclusion, no feeling of accomplishment.
- Overall there was no feeling of experiencing a grand and fantastic adventure, merely a lot of running around back and forth while completing simple, disjointed quests and again no feeling of accomplishment. Combining all of these points resulted in very little immersion for me which was disappointing and I found the whole experience to be… lacking, not satisfying at all.
The above are the main things that I found inadequate/bothersome in my experience of DA2. I hope that whoever reads this will keep in mind this one very important word:
Balance
For example I am not saying make the quests so involved and complex that a player has to spend 25+ hours on one quest (well, aside from the overall game quest, I suppose, but here referring to individual quests). But I found that certain elements in DA2 were taken to the extreme of over-simplification and that is why I am arguing for the other side of the spectrum. Find the balance in each instance… that and give us more companion and relationship interaction and the freedom in exploring those.