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Constructive Criticism


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#1351
Fhylliarid

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xi ShadowWolf x wrote...
[*]Instead of listing things you didnt like, write what Bioware could have done to improve it. Hence the name 'Constructive' criticism


I'd say most dislikes are pretty easy to match with what could improve it. :-)

Besides, and now I'm speaking for myself, when you pay 50,- euro (or 60 dollar) for a game which is a straightforward failure compared to the long list of BioWare's epic successes, I think one has the right to gripe a little. Personally, I feel a bit cheated and even asked my reseller for a refund.

Modifié par Fhylliarid, 26 mars 2011 - 04:55 .


#1352
Cybermortis

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 Problems with structure;

Having had nothing better to do, I went back and considered the game from a slightly different angle. I thought of the reasons why the way the story as is doesn't work well as it should.

The opening is good, with Varric being dragged into the chamber to be questioned setting the intended tone nicely. Unfortunatly this falls flat almost at once. The reason is that we go into a (fictional) Hawke fight, then back to Varric and then we get to create the character. This destroys any immersion within the first five minutes as the 'action' gets paused while we tinker around making the 'real' Hawke. It doesn't help that chances are we've spent five minutes playing someone elses Hawke, not our own.

This is a bizzare decision to say the least. The entire opening would have worked FAR better if the very first thing you do on starting a new game is to create Hawke. The entire opening would have run more smoothly, keeping up the pace and only allowing us to take a breath when we got to Flemmeth's cutscene. I can see no reason this couldn't and shouldn't have been done, and the software didn't require Hawkes look be the default one for the 'fictional' fight. Is there any reason that the charcter creation couldn't be moved to the very start of the game in a patch even now?

It would also have been better for replayability to have the option to avoid having to fight this initial battle at all, and turn off the 'help' screens. Although the scene is intended to show us the difference between the 'mythical' and 'real' Champion there is no reason to force us to go through this battle - who's main function is really to show us the combat controls. If we've played the game for longer than 10 minutes we already know the way the combat works, so we really don't need to be shown again. The cutscenes for this opening could have been edited together so we don't have to go through the battle again and again, and this would have increased the pacing.

The dramatic effect of seeing one of your siblings die doesn't work, purely because you have three conversations prior to their deaths. And in all three cases you are not talking to them. I know nothing about these people, so have no reason to feel bad about them dying. We needed more interaction with them to feel anything about what happens. 
On the face of things this would seem to be counter-productive in terms of keeping the pace up, or in allowing people replaying the game to do the opening quickly. However simply keeping the current replies, but adding optional questions so we can ask for opinions and get to know our siblings should have been implemented.
More importantly we should have had the option to choose which of our siblings got killed. As things stand we end up getting blamed for their deaths, even though we clearly had nothing to do with it. Quite how my 'mother' can ask why I allowed them to 'run off like that', when it is clear I was lying on the ground semi-concious some fifty feet away after being hit by an Ogre, boggles the mind. Now if I had saved one sibling the comments become fair ones, and make you feel guilty for allowing one to die. It would also make the impact of future decisions regarding your family greater.

Even in later parts of the game I still have no connection with my 'family'. My mother spends all her time, even a year after the fact, sobbing about having lost the sibling. I'm sorry but I, as Hawke, would not be talking with a woman - mother or not - who spends a year trying to make me feel guilty for a death I had nothing to do with. It doesn't help that I get some 5-6 conversations with her in six years, and only two or 3 with my surviving sibling. I've talked to my newsagent more than this, and I don't live in the same house or see them everyday.

The 'Rise to Power' angle falls flat too. We go from doing errands for smugglers, through to doing errands for the nobility. Throughout we are reacting to what others want us to do, with no ability to do more than decide which side we should be killing. Worse is that we can't settle these missions as we'd like to. This is apparent right from the start, when there is no option of talking down the armed thugs before they attack the guards. I should be able to convince them that attacking a fortress with several thousand armed men inside is not a plan, but a funeral arrangement.
Sure, ending up fighting them should be an option. But then so should coming up with an alternative - say proposing that they help the city guards keep order, and if they do a good enough job that will get them into the city.

All of the start is, therefore, disjointed and gives no option. In fact the ONLY decision we get to make that effects how the game will play is what charcter class Hawke is. Sure, the intention was always for the same basic ending and as such there would be few decisions that were going to have a major impact on the game or plot. But within this our actions should have effects. How you deal with the thugs at the gate should be your first step up to 'power'. If you talked them down you could be viewed as someone who the refugees will listen too, if you fought them you'd be seen as someone you don't want to mess with. Either way it should be the start of getting a reputation which would explain why the higher-ups are willing to talk to you, let alone give you jobs.

#1353
Lyssar

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I finished my first playthrough two days ago. I enjoyed DA2, but here a few things I wouldn’t mind being improved.


Varric’s tale or the story within the story

I thought having the story told by someone was a very neat idea. The time jumps however, especially in the beginning, were a bit disconnecting and destroyed the immersion. In my opinion, the arrival in Kirkwall and starting to work for either smugglers or mercenaries could have been handled better. The joining quest involving the merchant wasn’t really that exciting and then pouf... it’s one year later. In this case I didn’t like the story to be told. I like to play it, that’s why I play RPGs. I understand that implementing one year of smuggler or mercenary work would have been too much, but I would have appreciated one or two longer quests.


Friendship/Rivalry system

I think the new system is a definite improvement. It just bugged me that I couldn’t develop a friendship with a character once I started going down the rivalry path. Maybe that was the point. However, I think that disagreeing with somebody about their beliefs and personal opinions doesn’t necessary mean you have to be rivals or enemies. In RL you can disagree and still be friends. In DA2 that wasn’t really possible. Some responses I got from my rival companions were a bit odd, considering that I did my best to make them happy even though I disagreed with them. Rivals respect you but don’t like you. I wondered if it was possible to actually have two bars: one for how you act with a character (friendly/mean) and one for personal opinions and world views (agree/disagree).


Family

I loved the idea of having a family! I just thought that so much potential was wasted. Hawke’s family was somewhat underused imho and could have been more tightly integrated into the story. Having your sibling in the rivalry camp was such a great idea. However, in the end I was a bit disappointed that there wasn’t more to it. What annoyed me the most was killing off one sibling so early in the game. I really would have like more interaction time with both of them, before and after the death scene. I played a Hawke that was extremely close to her family, or at least wanted to be. I found some options to deal with family events clearly lacking. For example: Why could Leandra visit Bethany in the Circle but Hawke couldn’t? Why couldn’t my Hawke bring the bad news about their mother to her sister instead of Gamlen? Why couldn’t my Hawke at least try to break her sister out of the Circle? Bethany could have refused, but I would have loved the option to bring it up.


Companions

I liked all the companions, found them nicely diverse, but I have to admit: I liked my DA:O companions better. I think it has to do with the personal details you get out of them through direct dialogue. I wanted to know more about their favourite cloth or worst memories, and not be constantly reminded of their political views and social opinions. I got enough of these when taking them around questing. Considering that by Act 3 your Hawke knows her/his companions for 6 years, it’s kind of scary how little she/he actually knows about them. DA:O covered less in-game time, and yet I knew about Leliana’s love for shoes, Alistair’s love for cheese, heck I even felt closer to silent brooding Sten than to some of my DA2 companions. I also sort of miss the option to go and talk to the companions whenever I feel like it. In DA2, I always had to wait until they had something to say.

The story

Initially I was quite happy not to save the world for once, but now... I don’t know. I think DA2 lacks a central theme which pulls you through the game and keeps you motivated. The story was alright, I enjoyed it, but there was no mind blowing fantastic moment that I would always remember. Anders and his Chantry solution came close and Leandra’s fate made be cry. Other than that... there wasn’t much that moved me to tears or gave me the chills. I think Origins did better (running to the final battle with the crowd cheering, making Isolde kill Connor, getting dumped by Alistair at the Landsmeet, etc.).


Choice

So far I just had one play through but I already got the impression to have less choice than I had in Origins. The choices I had were merely in dialogue but didn’t really impact on the story. I miss the coercion skill, I miss having more options to solve a problem, especially peaceful/diplomatic ways relying on persuasion/intimidation. Maybe it’s more realistic that your character can’t control everything, however I wish to have more influence (especially on my companions) in at least some quests, and to have more options to deal with a situation.


Combat

At first I was a bit dubious about the new flashier gameplay, but I have to admit that I like it. What I really liked were the cross class combos and the battle speed. What I really hated where exploding enemies and enemy waves. I think that once in a while these two features are fun (for boss fights for example), but please not all the time. I also miss the old camera view (the bird view). I really had tactical problems in some fights because I couldn’t get a clear view over my entire party.


Quests

I would have liked more side quests. Maybe it was the subdivision into different acts that gave me the impression of fewer quests. At moments I was a bit disappointed that there wasn’t anything else to do. Especially in case of Hawke, who doesn’t have to fight off an immediate threat (unlike the Warden), I would have expected to get lots of little quests to earn money and make a living. I guess BW didn’t want to scare off new players by throwing millions of quests of them in the beginning; however I would have liked it. It helps me get more immersed.
In addition, I would have loved some class specific quests. For example: rogues could have joined a thief’s guild, mages could have had Circle related quests exclusive to them, and warriors could have joined the city guard. A little bit like in BG2.


The ending

I don’t know what the plan for Hawke are, but if there won’t be a big DA2 expansion or if DA3 will have a completely new main player, I would have like a more satisfying ending giving some closure. I dearly missed the epilogues which we had in Origins that gave me the impression of really coming to the story’s end. Looking back, DA2 feels more like a big introduction to me than an actual complete story. Well, maybe there will be more? I hope so.


Other:

I would like to have a healing spell tree available to all my mages. Anders as the only healer was a bit limiting.

I like the Origin references and cameos, but wished Zevran wasn’t so bugged (I imported an Origins game with a Zevran romance and was a bit shocked over his lack of fidelity).

Way to much blood magic! The mages feel oppressed and turn to the last means available, ok. However, having almost every mage turn into a blood mage clearly felt over the top.

Modifié par Lyssar, 26 mars 2011 - 06:11 .


#1354
jacobkosh

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 Here is a minor quibble that I haven't seen addressed anywhere (if anyone has, my apologies).

I just saw this gorgeous DA2 lithograph online:

Posted Image

And I realized, seeing that, that this was the first time I'd ever really "gotten" Kirkwall's geography.  I mean, the ingame map kind of hinted at it, but it was somewhat styliized and showed everything from a weird angle.

Suddenly I get the relation of the cliffs to the harbor.  Suddenly I get, in a visceral way, the size and importance of the Chantry.

This isn't a huge issue, but I feel like knowing how everything fits together will improve my next DA2 playthrough, and it seems like it could be addressed with the simple (well, "simple" - I know how much work this stuff takes) expedient of a cinematic flyover or something similar.  I know that sort of thing costs, but I feel like the dividends paid in immersion and just general comprehension on the player's part make it worth it.

#1355
Brockololly

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jacobkosh wrote...

 Here is a minor quibble that I haven't seen addressed anywhere (if anyone has, my apologies).

I just saw this gorgeous DA2 lithograph online:

Posted Image

And I realized, seeing that, that this was the first time I'd ever really "gotten" Kirkwall's geography.  I mean, the ingame map kind of hinted at it, but it was somewhat styliized and showed everything from a weird angle.

Suddenly I get the relation of the cliffs to the harbor.  Suddenly I get, in a visceral way, the size and importance of the Chantry.

This isn't a huge issue, but I feel like knowing how everything fits together will improve my next DA2 playthrough, and it seems like it could be addressed with the simple (well, "simple" - I know how much work this stuff takes) expedient of a cinematic flyover or something similar.  I know that sort of thing costs, but I feel like the dividends paid in immersion and just general comprehension on the player's part make it worth it.


Thats a really good point.

On paper and looking at the concept art, Kirkwall seems very cool. Yet due in large part to the overly stylized overworld map, you have no sense of place when going from location to location. Really, since its one city, Kirkwall would be far better suited to a sandbox game approach, but barring that, the overly abstract map just made what should have felt like a unified city feel like a bunch of separate, self contained levels.

In Origins, the overworld actually looking like a map worked- you knew where things were geographically in relation to other places. And you add in the very simple Indiana Jones style line that shows where you're travelling to, and it worked to give you a better sense of travelling somewhere. As opposed to DA2 where you just sort of magically teleport to locations since you don't get any sense of travelling via the blood trail on the map for teh load screen.

So having a more traditional map of Kirkwall would have been able to give you a better sense of space and appreciate what seems to be the unique geography, even without having to necessarily show it directly.

But just looking at the lithograph, its so disappointing that the concept art looks so much more atmospheric and visually interesting than the final product.

Modifié par Brockololly, 26 mars 2011 - 07:30 .


#1356
POed Paladin

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Here are my thoughts on aspects of the game after playing through a full game on the PC as a sword and shield warrior on normal. Apologies in advance as this is very long and most likely rambling, and yes a large deal of this is personally preference so take from it what you will.

Firstly the new art design, from the first playable bit during Varric's exaggerated version of the story, I didn't like at all. While I can't pin down the exact factor or combination of factors that made me think of it the first thing that crossed my mind was "Wait, did I load up Diablo II by mistake?". One of the things that really attracted me to Dragon Age in the first place was the 'dirty and practical' look of things. It'd be like shooting an Aliens movie on a Star Trek set...it just seemed out of place for the IP.

Of course the things that bears immediate mentioning is the reused environments. Looking on the forums one of the counter augements that people usually concerning this is that Origins did the same. I never noticed it much when I had played Origins before but I did make it a point to pay attention to that since upon finishing DA2 I replayed Origins from start to finish including DLCs and Awakenings. While most of the reused environments were within DLCs and Awakenings, and as such are a different topic for another time, I did notice reused layouts in both alleys in Denerim and for road encounters on a regular basis. However the reason I think I failed to notice this on prior play throughs was that although each had the same basic design, each featured different static placeables and different types enemy groups attacking from different directions in addition to dialogues, friendly NPCs, and other general set dressing as it were to focus your attention those things instead of realizing that the spider web and cocoon covered forest shared the same paths as the barricaded bandit camp. A little bit of diversity would have gone a long way against some of the complaints about reused maps I think.

As for gameplay, one of things I loved about Origins was the tactics screen and was very pleased to see that it was expanded to give more slots by default and incorporate more advanced features that I didn't remember having in Origins prior to installing the Advanced Tactics mod (though that may be faulty memory on my part). Because one of the gripes I had about stock Origins was that often times, with mages and dual wielders specifically, there seemed to never be enough tactics slots for all of their abilities. I do feel that the tactics could be even further improved upon by allowing multiple conditions for a single tactic, such as things like "Enemy rank is elite and Enemy is using a magic attack". Because for me I like to fight the battle as it comes, pausing only to move my magic users away from physically powerful enemies and switch them to ranged staff attack, so the more that I can set up in the tactics window in advance and let me enjoy the actual fight of the battle the better.

Like many people, one of the things I found off-putting when I entered combat was the magically appearing waves of enemies. While I did see them mid drop from rooftop on occasion, there were plently of times that they would just fade in at the top of a staircase or in front of a "doorway". A better way to do this would be like in the PC FPS Killing Floor, where enemies have multiple spawn points available to them but will only spawn in locations that, at the time of their spawn, any player character does not have line of sight on if they were to do a full 360 degree turn in place. I understand that this is more difficult with a third person view than a first person one but this could be implemented through map designs utilizes multiple blind corners, of which Kirkwall has many posibilities.

Also on the subject of the waves of enemies it would be more interesting if there were indicators to put some story into it to make it seem more natural. While a cutscene for each battle would grow tiresome after a while, having a lone enemy out of an initial group trying to avoid combat and yelling out 'Help', 'To arms', 'Alarm', etc would be an interesting way of illustrating why you've got the full might of the 3rd Mongloian Horde being brought to bear against you. This could even be taken further, letting the player's play style affect the game somewhat. Prehaps the crier enemy could be eliminated quickly enough, similiar to radio operator enemies in Metal Gear Solid 3, that additional waves never arrive or conversely a player could intentionally leave the crier alive to draw more enemies to that battle at the benefit of having less enemies available to that particular group on the map, over the course of the quest, or if very ambitiously coded, the entire course of the game.

Another concern along the lines of the combat as many have already touched on was the way that enemies' limbs and head exploded off of their torso when killed in multiple ways. I personally found this to be rather silly, instead perferring the Origins deathblows. The first time I saw a body explode in DA2, I chuckled and rolled my eyes, after that, I was aware of it happening but it did nothing for me but a different way to signal the death of an enemy. In Origins however, the first time I killed an Ogre and it played the animation? I let loose a "Hell yeah!" loud enough to startel my wife and did a fist pump, it just felt more exciting. And while not every enemy would benefit from the slow motion thing (that would get tiresome after a while), to this day while playing Origins, I still get a wicked grin everytime one of the death blows play. They're like a violent punctuation to end the fight. They just felt more real and brutal, the way that I first saw the Dragon Age universe. One of my most loved Origins mods to this day is one that forces deathblows against all elite and higher enemies, the last enemy to be killed in a group, and ups the percentage of it happening with common enemies.

One thing I heard a lot of people both for and against concerning DA2 is the speed and how stylistic the combat is, but me personally? I wouldn't know. Playing as a sword and shield warrior with Shield Defense active? I had ONE attack animation. A weak looking straight thrust. That was it. It feels less a like a defensive warrior in a semi-organized melee and more like I should be in a phalanx formation with a spear. In Origins sword and shield characters with shield wall active, warriors actively used both weapon and shield as weapons in animations that looked the way I would expect an actual sword fight to look, slow and slightly clunky but with blows that looked down right devastating. Practically the only way I could take down even the weakest enemies in a hurry was through using the special skills. After I ran out of stamina? I could either disable Shield Defense, throwing the whole point of that build out of the window or go grab a drink and hit the bathroom while my character inflicted the death of a thousand paper cuts against an enemy. I understand that rogue players want their character to look like something out of a John Woo movie, it's not my cup of tea but I can understand that. So instead of having the combat pander to one class, have it cater to all. Let warrior's look clunky and hard hitting, have rogues be nimble and working for that one perfect strike, and have archers and mages play like modern infantry, darting from cover to cover, constantly trying to manuever to the enemy's flank or a higher vantage point.

After each of these fights I would go around and collect the loot, which for me was rather wasteful, though there were a few hidden gems in the new inventory. Firstly of course would have to be the new junk loot feature. I remember one time that my inventory was completely full of junk that I had dutifully collected as spoils of war I sold it all off and didn't even make a single gold soveriegn out of it. After seeing that? I didn't bother picking up anything unless it was a piece of equipment or a plot item. Now there might've been great potential in this type of system if some was in-fact, not junk. The example that springs to mind is a book your given as a reward for a quest that is immediately is classified as junk and doesn't fetch you any price worth discussing. But what if that book had played a major role in resolving a later quest in an alternate fashion? Or its absence created a point of friction with someone? The reason I mentioned the latter is because the design team earned some serious respect from me when Aveline mentioned spitefully that I'd sold her husband's old shield. That was an amazing small bit of excellent characterization and realism that I was not expecting, especially with how the game was playing out up to that point. If only it was not the sole example of that I'd seen. And even most of the gear didn't matter as since you couldn't equip your teammates there was no point to finding mages robes as a warrior despite the fact the game could clearly generate class specific gear.

Concerning the interactions and story however, a polarizing issue it seems is the dialogue wheel. The way I've always thought of things is that games can be designed to either go more towards letting you experience your own adventure or more towards showing you the story they want to tell. My opinion is that a list of choices like that in origins is the former while dialogue wheels are the latter. While my preference is a verbatem list with an unvoiced protagonist, I feel that the current dialogue wheel could be improved upon if the focus of the series is shifting towards a more cinematic experience rather than a personal one. I believe that dialogue wheels, used as they are in Mass Effect and DA2 hinder themselves because while they're designed to give conversations a more cinematic feel, they still stop even the most intense conversation cold which hobbles what was likely the desired effect. I feel that if a company chooses to go with a dialogue wheel as opposed to a list of full text dialogue that they should make it interrupt the conversation as little as possible. For example the dialogue wheel in Alpha Protocol has a time limit for user input with the extact limit varying depending on the situation in the game that really adds a sense of urgency and a need to think on your feet to the dialogue. Also a good integration if the dialogue wheel is a route to be used in the future would be Mass Effect 2 style rengade/paragon interrupts though instead of displaying an icon of the alignment type, use a simplistic animation or word to clarify what extactly would be done 'slap', 'execute', 'rescue', 'embrace', etc.

Moving on to companions, I'll cover their armor system first as it is also something I've seen much debate about. Both sides of the arguments usually have valid points between characters needing to retain individuality and wanting a uniform or at least utilitaritian look. While I am firmly a fan of the latter, I do think that there is middle ground opportunity that could be taken advantage of. If the intent of the designers is for companions to still appear distinctive, instead of locking them into a single outfit for the rest of the game, have it upgrade or have options available. Similar to how companions that are romanced successfully use a second mesh for Act 3, expand upon that idea. Have the armor upgrades actually upgrade the armor. If character starts out wearing simple leathers have upgrades put metal studs on the leather or if a character starts out wearing a breastplate have an upgrade add a chainmail shirt underneath. Even simple personalization of generic armor would allow a character to retain individuality, image if Sebastian, Isabella, and Merrill were all put in splint mail? Prehaps Sebastian's is polished to a high sheen with chantry imagery etched into it. Prehaps Isabella's looks a bit rusty, still sporting blood or ale stains, maybe a few vugarities carved into it (a la the staircase in your manor). Prehaps Merrill's is in earthen tones, Dalish markings painted onto it with something similar to woad, a few feathers or prehaps even greenery in an attempt at camouflage bound to it. An example would be the Witcher, while you can upgrade the main character's armor, and each level does indeed look like strudier armor, the look is still undenibly his.

One thing concerning companions that I was personally disheartened to see is that you appearently, no matter how much of a friend or enemy of them you are, can't change their outlook for better or worse. Merrill may talk in the dialogue about how devoted she is to a character that she's romantically involved with but nothing your character does can actually convince her to give up blood magic. While an excessive example, I would have liked to have seen a setup similar to Knights of the Old Republic 2, where you can train pratically every member of the crew to be a Jedi and/or Sith. You are according to the story one of the most influencial people in Kirkwall by that point yet even your closest friends won't take any advice other than going mindlessly along with their plans 100%? There were so many what I felt were wasted opportinuties at character growth that were ignored in DA2, which was especially jarring considering how well Bioware did the same thing with Origins and the Mass Effect series.

At times it almost seemed like you just a detached boss for your companions as some of the best insights into characters and best lines of dialogue existed among themselves at random times. For example there was one dialogue exchange in Act 3 between Merrill and Aveline (I believe) in my play through that was just a random banter trigger that spoke volumes of what her character was supposed to be, it went something like: Merrill: "I Love Hawke." Aveline: "Why do keep saying that?" Merrill: "Because when I say it it makes me think that some things in this world are still right. I love Hawke." Or another example of a scene that was solely lacking over what it should of been was in the Deep Roads cutscene with Varric and Bethany when you realize that 'the event' is happening and Varric gives a crushed sounding: "Oh Sunshine....". That single line put more weight into that one moment than anything else in the game before or after that. Yet while the NPCs shares gems like those between themselves...most of what you're stuck with seems like the conversations that were collected from balled up wads of paper on the writer's floor at the end of the day.

And speaking of your family, I believe that they were poorly handled compared to the way your families were introduced in Origins (where applicable). Playing as the human noble in Origins for example, I meet and talk to all the members of my immediate family. I learn who they are and what type of people they are. When you find the body of your sister in law and nephew later, it's a real blow and sets the stage for the game; to say nothing of the punch to the gut when you have to leave your father and mother, that's further compounded when you discover your brother is missing. In contrast in DA2 when your first sibling is killed during the intro...I wasn't even truly clear that it was my sibling at until after the fact so I had no emotion other than a slight frustration that part of the group was killed. The intro on the whole I found very frustrating. At that point, between the opening cinematic and the exaggerated version of Varric's tale, you've already got the player's attention and have them amped up and ready to dive into the game.

I feel it would have been better to when the seeker asks for the truth that Varric begins the tale on the same spot as the exaggerated battle but still have it look normal, with Hawke training there. You could have one of the siblings come up and explain that there are more reports of Darkspawn closer to Lothering and that your mother needs to return home to help prepare to leave in the morning. This time could be spent packing away family belonging and such, the perfect time for reminiscing about the past to introduce you to the family. You could even have Aveline's husband be the one to come by on order of the chantry to make sure that your famility is getting ready to evacuate so his fate in the intro has more meaning behind it.

Though most of the story I honestly didn't care for, I'm all for things not being all sunshine and roses but if that's poured on too thick then there's nothing left worth fighting for. As good as a good as the Witcher was, I've never finished it because all the choices in the game leave a bitter taste in your mouth no matter what you pick, it's depressing. At a certain point it just becomes the WarGames case of "the only winning move is not to play". I personally felt that Origins had a good mix of victories and losses. For every case of the future King of Orzimar or Alistar's sister, there was case of the peacemaker option concerning the Dalish and the werewolves or Ogrhen and Felsi. It kept the storyline balanced to keep it from getting too depressing or too idealistic. In DA2, with the way things went in my play through...I found myself asking why I'd even bothered still being in the city that point by Act 3.

Of course you're told that you have to be there and make a decision in the end because you're "The Champion of Kirkwall" but it certainly doesn't feel like it in the game. I was excited briefly when offered to become a partner in the mine, thinking the game would become like Awakenings or Neverwinter Nights 2 at that point to where I can actually build and manage a personal empire that would be sources of wealth, items, and quests before ultimately playing a deciding role in the outcome of the final battle. I personally love that concept and have played through Neverwinter Nights 2 multiple times just for the part where you're put in control of Crossroad Keep. Instead that mine never gets me anything other than a few light quests with minor rewards and a lot of headaches. I don't have successful businesses, mercenary companys, shipping lanes, or even semi-solid investments...I'm just a rich(ish) guy that killed somebody once but that everybody acts like the city can't function without.

Even from the powerful warrior angle it didn't feel very campanion like as every two-bit thug in the city apparently though I'd be easy prey. Varric was the only one that even commented on how futile trying to fight you was, everybody else just wordlessly threw themselves willingly into the meat grinder that was your team. A quick cutscene, enemies fleeing the battle, or even in combat dialogue from the enemy showing an uncertainty to fighting you would reinforce the idea in the game world at least that you were a force to be feared. One of the best examples of this would be Ace Combat 4 & 5 where as the game progresses the enemy radio transmissions go from confident and sure of themselves to the point where they believe your aircraft to be death incarnate. It really lends to the feeling that you are in fact THE resident bad ass of that area.

I thought about going into the lack of choices that actually make even a mentioned in passing difference or how Kirkwall never changes over the course of 7 years but those are numerous and hard to go into without spoilers. But I will mention the choice at the end and the lack of a third options. There would've been a viable third option had you not been forced to instantly enter combat against the moderates in the issue, but even with that you still could've simply walked away from the situation and it still could've worked within the ending. A simple blurb about how you hold significant sway with moderates and peacemakers in the conflict due to the fact that such an influencial figure was so disgusted by the situation that he simply walked away in protester rather than help either faction continue the stupidity.

Finally the decisions to incorporate characters from Origins and Awakenings into the game and retcon many decisions of players I feel was a poor one that could've been avoided. I think it's obvious that we will never be allowed to continue the Warden's story at this point so why alter something that many hold dear that won't have an impact in the future series? As I understand the Zevran and Alistar cameos only show if they survive which was my case as I saw the former but never the latter as in my play through, he made the final blow against the Archdemon, but Leliana and Anders/Justice are more murky terrority. In the case of Leliana there is no real need for her to participate in the story in the way she does so why not only have her if she survived an Origins import and wasn't romanced by the Warden and if she was killed or not romanced, simply use a different character. As with Anders if he was killed or never met Justice simply have him acting on his own or another character acting on their own. I personnally would've found the bit at the end even more compelling if it wasn't so much of a borderline "my condition made me do it" thing. And while in the case of Anders' position on the team it would have had more dialogue had that slot needed to be voiced by two seperate actors, the situation with Wrex in Mass Effect 2 showed that this was possible to accomplish within a game.

Again I apologize for the length, I guess I'm just very opinionated about this game and its predescessor.

Modifié par POed Paladin, 26 mars 2011 - 07:39 .


#1357
HARD LIL SMURF

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When I played origins I was blown away and I have played it through  with every class, every race , every storyline and downloded every expansion it was a awsome game.

Then i waited with great anticipation for the next  instalment Dragon Age 2  , I have just finished it today ( I forced  Myself after year one) and have to say it is A poor excuse of a game after origins ,so much so that  I traded it in today and could not be bothered to play the Mage & Warrior classes < how could you get i so wrong ? 

no strategy
no crafting
no upgrading charaters equipment other  than  weapons ?
cartoon like dark spawn
enemies poping like balloons
stuck in kirkwall the whole time
the same caverns & dungeons over and over
challange rating 0

The story was ok and the cut scenes looked great and thats the positives over with

Its  a shame that after origins you released this , i will not be investing any cash in the next installment:(

#1358
JasonDaPsycho

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Two words describe it all:
Too linear

Bioware games have always been known for their epic storylines. This one feels very linear in terms of options. Different dialogue options generally lead to the same results, which is extremely disappointing. You don't connect to your character at all.

To be honest, I bought this game expecting storylines and all that. I don't really care about the gameplay since I'm not into this genre of RPG. Maybe the gameplay sucked, maybe it didn't. I don't know. But bottom line, I don't feel connected to the characters. It feels like whatever options I choose, they bear no difference at all.

Watching an online walkthrough would have been equally satisfying.

"Sex scenes" are great though.

#1359
Galactus_the_Devourer

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Okay, time for me to write down my feedback:

1. Bugs: There were quite a few, broken quests, and I seemed to get the wrong epilogue at the end.
2. Storyline: I like it better than origins actually, but there are some areas that feel a bit underdevlopd (the Qunar) and it feels a bit too locked-in and that no matter what you do things turn out the same, this partially seems to be due to the lacklustre epilogue though.
3. Lack of alternate solutions (except combat) no way to sneak, steal or bluff your way past encounters 90% of the time (or if there is, no real feedback on why there isn't) Lack of Persuade/Coerce skill a real issue here.
4. Combat issues:

Combat tends to be too chaotic as a result of the more "knife-fight" range you're fightin at. Both you and your enemes seems to have a lot of skills that bring you into melee range immediately (the "jump charge" as I call it since it's what it looks like) this combined with the random wave spawns makes positioning (a key component of any kind of tactical setup) all but worthless. Abilitis are also on too quick cooldowns (at least damaging ones) to be able have any real control most of the time, and the lack of consequences for AOE (and again, the knife's-edge ranges you're fighting at if you play on a friendly-fire difficulty setting) again makes for some very rudimentary gameplay.

There are some interestingly setup encounters (Rock Wraith and to some extent High Dragon) but most enemies are exactly the same: Apart from mages (who all only cast one spell, depending on type) it's not much difference between a templar and a skeleton, say. Feedback is very limited, and elemental differences seems to have been at least scaled back, if not removed entirely (I don't seem to get the "immune" messages when shooting ice as skeletons anymore)

So my answeris simple: Pull back the camera, give us space to manuever (this allows also more variety sine you can constrict this manuevering room, providing us with further tactical options) slow down the cooldown on AOE spells and turn friendly fire back on. These would obviously be changes for DA3.

More importantly (and this is a problematic one since there's really no shortcuts, it requires manual work and testing), put more time and effort into designing each encounter. DAO and to an even greater extent BG2 had some very well-designe encounters to maintain variety and provide different tactical challnges (one of my favourite exampels are the orc achers, by then a cakewalk, behind locked doors i Firkraag's duneon, they can fire out but you needed your thief to unlock the door before you could get them, which made even these relatively minor nuisances something of a theat)
DA2 seems to by and large use a simple formula (spawn X minions +2 lt's, when dead, spawn another set +1 boss) It's mixed and matched a bit, but there's no real thought or setup involved in most encounters.

Which brings us to the most important piece of feedback: Take your time. Make sure you get your bosses to understand that you need to get the game *done*. Polishing is important, and i needs to be done. The difference between an acceptable game and a great one is polish: If you can't get a polished product out (and DA2 is far from polished) you need to be able to tell your bosses to stuff it.

The dialogue wheel is *mostly* fine. I'd have liked some kind of feedback (or at least indication) of how the entire "tone change" thing worked, and how it affected conversations, but overall it's "okay, but not fantastic". I

The inventory system is a huge step back: I don't really mind the cinematic aspects (Aestethics are not an issue) but the lack of ability to customize your companion's armour is a significant blow to overall customizability. Even if the armors *look* the same I'd still like to be able to swap the bonuses around.

One thing I really miss are the item description, not only did it give you more immersion and insight into the world, but it was a handy way of separation near-identical items. DA2's items in general has much less "personlity" than the other ones (there's also way less of them, or at least way less ones of any note) The reasons for this are obvious of course It takes work to write item descriptions, but I think it's a small but underrated part of immersion, and as mentioned, it makes the inventory feel less cluttery as well.

The fact that you would keep finding items that you could not use (mainly armor pieces) grated too: In origins you could generally give these to your companions.

Overall I really liked the companions and your ability to interact with them. Kudos! Can't offer much feedback here since I'm generally happy :P

#1360
Serenade

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My save file on the xbox 360 got recently corrupted, so I’ve basically put the game on shelf until a patch comes out.


I really Like Dragon Age 2, and i mean a lot, but the bugs are killing the game, and it's so sad that this is an issue with almost all games these days. We need to basically wait several months to actually enjoy the game without experiencing these major faults. Why do we let this go on? Why can't we all rally up and say "No!"? Why do we get excited when a patch in the first week comes out, when we really should say "No! if you're going to release a patch this early, then you should just put the game on-hold and fix the rest". Or better yet, why can't publishers see that developers needs more time with their games? Games get bigger and harder to make. Finding the right balance with “making” and “releasing” is key to a well produced game.

We live in this "patch"-era where people can just have this "We'll patch this later. We got our money"-mentality, when you really should use this technology for balancing and adding new stuff and ideas. It's stupid, and most of all, us, the consumers, gets frustrated.

There will always be bugs and glitches and exploits in games, no doubt about it, but the word "save corruptions" and "Crashes/freezes" seems to be more frequently each day in each game. When will this stop to a balanced level? When can we start enjoying a game from A to B without experiencing to much stupidity? While the exploiters would find everything wrong with games, it seems that the core, and the new casual gamers, will find everything wrong with it as well.

#1361
Veovim

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Now that I've finished the game, I have some more thoughts to add to my earlier ones (social.bioware.com/forum/1/topic/315/index/6568680/13#6581883).

I really liked the act 2 quests involving the Qunari--they aren't your typical villains (in a lot of ways, they aren't villains at all), but just when things are getting interesting, the story suddenly jumps to the climax and is abruptly over.  I think that the problem is partly that there simply isn't enough there, and partly pacing.  Individual quests don't take that long, and there simply aren't that many of them (there are only three or four Qunari-related quests on the main plot line in act 2 depending on whether or not you count the related companion quest).  Because the main quests were fairly strong, I jumped straight into that quest line and did most of them right away.  The problem I had with pacing is that I suddenly found myself facing the end of the main plot, but hadn't done any of my companion quests or side quests yet, so I had to change gears and drop the main plot for a protracted period (I spent more time with the main plot on hiatus than I did progressing it).  If there had been more to the main plot, the companion quests (which were arguably just as important) could have been staggered throughout the act, and the break between the various plotlines wouldn't have been so glaring.  Back in act 1, I really liked Varric's rumor quests, both that they were obviously going to have consequences later on, and that they were staggered throughout the act.  I'm not sure how much of the latter was intentional versus how much was the core plot being less visible (i.e. a lot of the questing was ultimately just about earning money), but the way that the rumor quests became available little by little after you complete a few other quests each time made the immediate concerns and future concerns mesh together quite well.

The transition to act 3 was just as abrupt as the end of act 2.  There was obviously lots of immediate aftermath (reconstruction, etc.), but you don't get to see any of it.  Likewise, the new main plot for act 3 starts up, but you scarcely get to see it develop (all you really get is a quick summary by Varric of "things got worse").  By the time you get control back, the situation is already on the verge of going critical, and there are only two main plot quests before it does (the most directly involved companion quest isn't even mandatory).  The two main plot quests and the companion quests are pretty much all great individually, but taken together suffer the same pacing problems from act 2, only moreso.  It feels like there's a crisis going on but you're taking time off to help each team member deal with their personal problems one by one.  Once again, there needed to be more main plot to let the story flow naturally.

The finale had its ups and downs.  The opening was great, but the penultimate boss was a major problem.  I know that the encounter was designed to show that no one, no matter how trusted, is beyond corruption, but depending on your choices it can really come out of nowhere.  One minute the character is calm and in control, the next he's insane.  It felt like plot induced stupidity, and that's never a good thing.  The actual battle was ok, but had a bit of a problem: there were a bunch of AI driven characters, and they were all but immortal.  At no point did the enemy seriously threaten anyone in my active party because indestructible Isabella grabbed all the threat, and kept it for the entire fight.  The same goes for the end boss--lots of hit points to chew through, but I was never in any real danger.  As for the end of the story... well, the story didn't really end.  It just stopped without resolution of any kind whatsoever.  It feels like everything's set up for a DLC that the story doesn't end properly without, and that leaves a foul aftertaste.

I mentioned in my earlier post in this thread that the combat was lacking in the same tactical feel as Origins, and felt kind of uninspired.  It only got worse as I kept going.  Despite playing on "hard", the game wasn't hard except for a few circumstances that felt cheap, rather than legitimately difficult.  Even with waves of enemies spawning in behind me, it wasn't that hard to keep cutting them down.  What was hard was not losing my patience upon the fifth or sixth wave spawning when I wanted the battle to be over after the third.  Granted, most fights didn't have that many waves, but some did, and were more tedious than anything else.  The other major problem I had was not being able to spot threats fast enough to neutralize them.  Arcane horrors, for example, are extremely deadly if left alive, but aren't that hard to kill if you focus on them.  The only reason I wouldn't focus on such a deadly but fragile threat is if I don't know it's there because the camera is zoomed in so close I can't see it amongst the chaos.  Fighting outdoors isn't too bad, but as soon as you move indoors, the camera gets stuck between your character and any nearby walls, and you can't zoom out at all.  My apologies to whoever designed the environments, but gameplay (in this case a proper tactical camera) should have come first.  To address the difficulty for more normal encounters I did try playing on nightmare briefly, but friendly fire just made the whole system come unhinged.  I felt about ten times as likely to kill my own party as I was to actually die to the enemy, and what little fun I had been having disappeared in a hurry.

One final issue I had is with the levelling system.  Character progression feels uneven because, unless you're continually upgrading your gear, you end up getting weaker with each level up.  Of course, each act has a cap on how good your gear can get, and you'll hit that well before you finish the act.  In the last quest of the game (with the champion armor), I levelled up twice, and went from around 48% armor to around 28%.  That's a fairly sizeable reduction.  To further confuse the issue, the numbers behind the percentages seem fairly arbitrary.  In Origins, things made sense--one point of armor was one less damage you would take.  Whatever the relationship is now, it doesn't seem to be linear.  Resistances have the same problem; when I was gearing up to fight the high dragon, the first rune I socketed (~500 fire resist) took me to 5% fire resistance.  The second rune (again, ~500 fire resist) took me upwards of 50% fire resistance.  Something just isn't right there.

Overall, I really wanted to like DA2, but had a lot of problems with it.  With an incomplete story and so much obvious reuse in level design, much of the game feels awfully rushed.  The combat feels like it's trapped somewhere in between tactical combat and being an action RPG, but it's not focused on either one well enough to be all that enjoyable.  This is the first game in quite some time that I've actually had to push myself to complete, and I'm not itching for another playthrough--maybe once it's no longer in a bug ridden state and some mods have been developed to tweak the experience.

Modifié par Veovim, 27 mars 2011 - 03:00 .


#1362
Thorn_19

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http://thorn18.mybrute.com you should go here its fun

#1363
Vicious

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Liked the flashier combat at first.

The more I play it however the less I like it. Particularly some battles. Spamming my A button. Really really tiresome.

#1364
Omega_Novae

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All righty, here I go.... *SPOILERS*

1. Hawke.

Hawke, I felt, was a way more involving character than the Warden or Shepard. Sure, adding voice dialogue made Hawke a little less of "mine" than my Wardens, but on the bright side, the fact that Hawke actually spoke instead of having a small break between NPC dialogues to pick a line made cutscenes more immersive. For me. Scenes like Leandra's death probably wouldn't have had the same impact if Hawke was staring silently at Leandra while she spoke her last words.

As for Hawke being a better PC than Shepard, it's to do with the writing. Shepard, for most of ME1 and ME2, wasn't allowed to be very... expressive. Horizon glared as a moment where Shepard just acted too stiffly, especially when the Virmire Survivor was romanced. Hawke, however, didn't have that. Hawke was allowed to be heartbroken, pissed, etc, and that made him/her feel more alive.

2. Combat.

Some people hate how DA2 was "appeasing the console crowd at the expense of PC gamers," but I, a PC gamer, enjoyed the improved combat. Rogues and warriors felt plenty different from each other, and the fighting was overall faster-paced. Dual-Weapon Rogues especially just felt fun, stealthing and assassinating the most dangerous enemies while letting a tank grab aggro.

Some things I would've liked seeing would be smaller waves of enemies with more HP rather than dozens of munchkins that die in a few hits. That, and maybe some kind of spawning animation for humanoid enemies that doesn't involve jumping in out of thin air.

Secondly, equipment. I saw the point behind giving companions their own sets of trees and locking their armors in, but at the same time, the inability to respec party members made party composition more rigid. Without a Mage Hawke with heals, Anders was pretty much a necessity, as only Bethany had Heal and she left the party a third of the way through. Allowing for more companion customization would allow for more fluid party compositions so people could take party members (and thus explore their characters) without having to feel like they "have" to take so-and-so.

Cross-class combos were a good idea, but in the end they felt more like mere damage multipliers. I would've liked to see CCC's that offered more utility like crowd control, something that the spell combos of DA:O had.

And the recycling of areas. Nothing screams laziness (and baits rage) like the overly recycled 4-5 areas. What I would like? Never again, or minimalized recycling, please.

3. Story.

Hawke, in the end, felt more like an observer to the events than an instigator. Because what exactly did Hawke do that set the world on fire? Sure, he/she discovered the lyrium idol that got Meredith bat**** crazy, but she (and Orsino) were bat**** crazy to begin with. Anders was the one who really tipped things over the edge by blowing up the Chantry, and that happens no matter what Hawke did. Siding with templars or siding with mages didn't have much of an impact, too. Both Orsino and Meredith ended up turning on Hawke regardless. I had Hawke side with templars my first time around. Meredith expressed her gratitude for helping her annul the Circle with "I BET YOU'RE A THREAT TOO!" and proceeded to whip out Soul Edge.

At least in Origins, the big decisions for the major quests had a noticeable impact on both the end of DA:O and a bit of DA2. For DA:O, siding with templars got youtemplars in the final battle, and keeping the Anvil got you golems. For DA2, freeing the werewolves got you an encounter between a Dalish assassin and an ex-werewolf, while killing the elves got a quest involving making a remedy for the werewolf curse. It seems to me that the Warden had a bigger hand in shaping the world than Hawke did. I guess that the ending can't drastically diverge because DA2 sets up a new status quo for the inevitable DA3. But still, DA2 lacks the big decisions of ME and DA:O, and that really takes away from the "biggest figure in the history of Thedas" line.

What I'd like to see from a future DA game? More big roleplaying choices that have a noticeable impact within the game and maybe in other games that import off it. Like different ways to deal with the qunari in Act II (a la the end of the Connor crisis in DA:O). Stuff that actually makes the PC matter in the grand scheme of things, rather than an observer like Hawke. A little less railroading, too. Big example is the sibling. No matter what, the sibling ends up leaving the party at the end of Act I. Or Anders' big explosion in Act 3, which happens whether or not Hawke chooses to help him. If the choice to help him or not actually mattered, maybe Anders would've found another way that might lead to a slightly different endgame? Or the final bosses: what if siding with the templars made Orsino the final boss (and consequently a more epic boss fight), while siding with the mages made Meredith the final boss (with Orsino as an ally)?

4. Companion convos.

DA2 seemed to go the route of Mass Effect in another way here, limited conversations at pre-determined points. When all was said and done, I felt like I got to know the DA:O companions the most, and they're still my favorite cast of any BioWare RPG I've played. According to David Gaider, most of the companion word budget was used on companion quests, of which there were more than just one per companion. Personally, I would've preferred less quests and more convos. Quests got the character talking about a specific issue, but convos covered a broader range. Little things, but the little things make characters come to life, with their passions and likes and dislikes.

Modifié par Omega_Novae, 27 mars 2011 - 03:06 .


#1365
EthanDirtch

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Ethan Dirtch's Constructive Criticism sans reading 55+ pages of feedback (as in commenting/criticising any and every topic that comes to my mind):

Map Reptition: This has been mentioned. It is a shame as it does break immersion quite a bit on a few levels (no pun). Certainly, the fact that there are so few maps for dungeons is a bummer. But there's also the fact that most use the same doors/entrances. I can understand certain places being attractive to crime/certain events (i.e. The Wounded Coast, The Bone Pit, the Foundry district in Lowtown), but there just comes a point where it gets to be a letdown.

Lack of a Branching Path: I felt there were opportunities here to really give a branching path. That's not to say the game can't follow the same main plot, but there could have been a few ways to get to the same goal. The first area where this could have worked would be when the player had to choose which person/group to work with at the beginning of the game: mercernary, or smuggler. This choice becomes irrelevant later on in the story as they both provide essentially the same missions, with only one minor mission seperating the two. Even the 'Writing Desk' messages were the same. There are other areas in the game where there could have been divergence, but I won't really get into them here for fear of spoilers. I know branching paths aren't really a huge thing for BioWare games, but a little variety never hurts, especially for replayability's sake. Dragon Age: Origins had the right mix because you're playing different characters (and Origins, of course) each time. There was even some variance with the gender you use. That's missing here in DA2.

Continuity: In a game that spans at least seven years by my count, I'd like there to be some sort of 'progression' in terms of time and continuity. Aside from Hawke him/herself, no one else from his group changes as time goes by. It's probably too much to ask for some 'wrinkles' or grey hairs, but at least change their outfits. While I'd like to have the option to personally outfit my companions (ala DA:O), I'd have been fine if they changed their clothes between acts. Maybe have their change of clothes be affected by Hawke's decisions, whether it involves choices made in certain events, or even just garnering friendship or rivalry points. And maybe change their surroundings a bit. Maybe Aveline and Varric have done some redocating in their respective places, maybe Isabela has moved from the Hanged Man to another area, and perhaps finally (and the most grievous offense here) Fenris either got rid of those corpses, or those corpses finally decayed, violated the air with their stench, then went away. And, to reiterate, to have these things be affected by Hawke in some fashion would just add to the replayability of the game.

The Dog: I do like that the dog is now a summon as opposed to a full-fledged party member, but I'd like there to be more to do with the dog. Perhaps add some upgrades for the dog via the ability screen. And perhaps have these upgrades affect how the dog looks (i.e. warpaint).

Cooldowns: I understand why the cooldowns are the way they are, but they can be a little brutal especially considering that there are really only two activated heals (potions, and the Heal spell Anders/Bethany get). I'd probably be less scared to try Nightmare mode if I knew I had either lower cooldowns or another heal spell (like a group heal). Of course, I might hve that extra heal spell if I had tried to play as a mage, but I haven't, so I don't :P lol

Junk:  I do agree that Junk is rather pointless. For one, it takes up inventory space. For another, it provides nothing to the story or environment. And finally, it doesn't even sell for that much! I'd be more forgiving if there was a specific merchant who wanted only junk and paid handsomely for it (more so than other merchants) and sell him/her enough junk and he/she will make something for you. That, AND have lore associated from the more unique ones, like the one that the Keeper gave you.

Runes: As it is right now, I've not used any of Sandal's unique runes because I know that if I inserted them into anything now then I wouldn't be able to use them later for whenever the inevitable DLCs and/or expansion(s) come out. I don't mind the non-unique runes being non-salvageable after use, but the unique ones at least should be spared this fate somehow.

Kill Animations: Yeah, this should be toned down a bit, or at least have the option for such. I don't mind blood and gore, but this isn't Ninja Gaiden. Besides that, the kill animation doesn't make much sense, aside from the Darkspawn one (when you cut them in half). The mobs sorta just fall apart at the joints, even their hair disappears.

Voices: I found it very difficult to craft a face that matched the voice of Hawke. I'd have liked to have had more than one choice for voices to make it easier.

Character Generator:  Granted DA:O had similar problems, but I'd have liked to have seen a more robust character generator here. More hairstyles, more facial hair, and just more options in general. I would have liked to have seen more styles unique to Hawke him/herself. I like options, but I also don't look like random NPCs. Options I'd like to have seen would be a separate moustache and beard option, for sure. Tattoos with the option of only covering one eye or the other or both. And perhaps some 'damage'; scarring, a broken nose, a damaged eye, etc.

Change your Environment: In line with somehow affecting your companions as the years roll by, I'd have liked to have seen some effect on Kirkwall itself from your actions. Cleaning up the streets at night? Perhaps Kirkwall will have a livelier night life. Are you a merc, or a smuggler? Perhaps your success in either has affected Kirkwall's Coterie, and other business affairs. Helped Fereldens, or the poorer folk, did you? Perhaps Lowtown will start to become more upscale, or otherwise embolden the disenfranchised to fight for a better life.

Be Romantic: The fact that this adventure happens over years as opposed to months should allow for more romantic events for Hawke and his/her choice of partner. I think there could have been more storylines explored here. Perhaps the romantic partner will open up even more quests as they get closer through the acts. Perhaps there will be more romance-specific events where they have intimate conversations or intimate encounters. Not to mention romance that can be steered; want a more down-to-earth, old-fashioned romance? Cool. Or want a more saucy affair, involving visits to the Blooming Rose with your partner for some unique encounters? Also cool. Maybe also add room for cheating, or a break-up, over the years. Maybe something happened between the Acts that broke you up, and now you have the choice of mending the relationship, or finding new love? I know this isn't a romance-sim game, but it could add some depth to the relationships here. Also, maybe, being as they are romantic partners and all, allow Hawke to have some input in appearance; perhaps the player can choose between different styles for the partner? And perhaps the partner can gift Hawke with unique items that can either be worn as a piece of armor, or as something that can be 'painted' or 'added' to any existing armor?

That pretty much encompasses my complaints about DA2, and my wishlist for DA2's expansion (if there is one) or DA3. Basically, if you're going to confine us to a single city over several years, then you must allow our actions/decisions to more drastically affect everyone and everything around us between acts. And if you are rising to power in a city or nation, then your actions should create more waves through the masses. Helping protect merchants promotes trade, working with the city guard decreases certain kinds of crime, helping the poor uplifts the lowest income class, etc.

#1366
Eva1346

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one thing to add: I have never, in any rpg, had the urge to play a mage. I always go for the warrior and sometimes the rouge; but in DA2 it is SOOOO much fun to be a mage!

1. You can kick some serious ass!
2. FINALLY! a mage starts hitting people with his staff... about time!!
3. Your comments as Mage-Hawke are so provocative! Everybody, even Cullen, Meredith & the Templars know you are a mage and they can't touch you. I love it.

Another thing I have to add is that I have gone and re-played DAO for a few days now because I wanted a new carryover file, and I have to say that I do prefer the Game play of DA2 a lot. (especially as a mage) Also I miss my Hawke spitting out random sarcastic remarks... I kinda got used to that. So aside from all the negativity that everybody is throwing in this thread I just want to say: Kudos Bioware! There are a few kinks, but I still love the game!

#1367
ventrue3000

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Well, since I had the feeling that you guys actually listen to it, I'll give you my opinion, as usual. I didn't bother to read every other opinion-post, so brace yourself for some repetition. (Not that repetition would stop me from re-posting... it's the only measurement of how good or bad you really did, isn't it? ;-))

Good things
  • I love the new dialoge system. Shamelessly copied from ME2, but with these personality-improvements. I hope ME3 will have this as well.
  • I also love how the game is all about the story. That's how it
    should be., 15 hours of storytelling are better than 15 hours of storytelling plus 15 hours of stupid walking around to stretch it. The fact that you can actually change what's happening is
    great. I noticed that some players didn't like living without the middle
    part, where you can do what you want (all other RPGs since BG seemed to
    have this, mostly to round up teammates). But I think it's great. Makes much more sense how all party members have a life of their own and actual reasons to follow you, instead of the usual "Oh, you saved my cat from that tree! Now I'll follow you around forever and follow all your orders! ... Can I cook?!"
  • Generally,
    it feels a lot more like a real world, because it's less centered
    around the player. In this context, I also like how companions have
    their own armour. However, I would have liked to see at least some change after upgrading.
  • It's also rather nice how it somehow is difficult to decide who's good and who's bad (mages or templars).
  • In that context: I have so far only seen Merrill's LI armour
    style, but at least that one was absolutely stunning. Not only did it
    look good, but the unexpected change in general was rather nice. These are small things that make the experience great!
  • Streamlined levels. No long walks. Lots of quests to solve in close proximity to each other. Great. Let me be clear on this point: I do not want a game to be a stupid series of clicks, and DA2 does get somewhat close to this at certain points. But I don't want to be bored either.
  • Junk-category in inventory. Just a great idea! Now, why not take it a
    step further and lose the non-usable objects and replace them with gold
    right away? Decrease inventory capacity in return (who can carry 40 sets
    of armour, anyway?).
  • Banter was reeaally nice.
  • Animations were pretty good. Fun to watch... if you have the time during combat. Some of the idle- and inventory animations are also rather cute.
  • Enemy waves. I really liked them. It was totally unrealistic most of the time, but it did add some tactical depth, which in general is somewhat missing. I do realise there are tactical features like cross-class combos and such, but most of the time, it's just hitting, activating ability, waiting for recharge, meanwhile hitting again, and so forth. Doesn't mean combat isn't fun, though. I love it when those really powerful abilities that really clear the field come into play. Another reason why I love waves.
  • I still think it could be done better, but including your save from DA:O in the game and seeing/hearing about people you already know worked much nicer than in ME2 (where, to be honest, it didn't really work at all, did it?). Although it does seem like DA is becoming a universe centered around a dwarven salesman... I mean, Bodahn is not THAT charismatic. We could live without him.
Undecided
  • Level
    re-use. Yeah, that's right, this is not a bad thing. In fact, I was
    rather surprised about how creative you were about this, including
    multiple exits and doors and stuff and re-using everything over and over
    again. I didn't mind in ME1, and I don't mind here. BUT: When
    it comes to major points in the plot, I would like a unique
    environment, and not one where I was just a half hour ago killing
    generic enemies. For example, that particular cave on Sundermount with the altar at the end had two major purposes. I can only remember the one with Marethari, the other one I probably forgot because the Marethari-thing completely overwrote the previous memory, because the environment was the same. Get my point?
  • Party members are not as deep as before. Sure, that's something you could work on, but then again: I got the idea and understood my companions - at least the ones I talked to. The problem were the ones I didn't bother talking to, because at the end one of them suddenly blew up half the city and the other one attacked me for a reason I didn't get.
  • The story-in-a-story. I really did like the general concept, and also the concept of just skipping a few years now and then. And the game did a pretty good job showing what had changed, at least on the interpersonal level. But something felt off about how the frame story was told. Might just have been Penthagast's voice acting, which I personally didn't like (although it was technically well done). Maybe it would have been better vor Varric to tell it alone. I don't know.
  • Graphical style. Yes, it's all one style, and it's not so bad technically either, although it doesn't feel like I get the as much eye candy back as it costs performance. I love the detailed characters.
    But there are parts like certain armour styles, where it clearly shows
    how you went with edgy style to cover up a lack of polygons, and that
    kind of interferes with the atmosphere.
Bad things
  • Gore
    and splatter and cutting up enemies. Sure, it's an adult game in a
    dark universe and blahblah [marketingspeek], I get the idea. But you really
    did overdo it here. Aside from unrealistic, this is also silly,
    absolutely not cool after being merely poked with a dagger and generally
    not "adult", but actually rather childish. No mentally healthy adult will enjoy splitting enemies into a thousand pieces. Sorry for the rant. Can we get an option to turn this off with the next patch, please?
  • Signature
    Edition. Could have had more bonus features, but considering that I
    also got the game for a really fair price by pre-ordering (30 GBP with
    shipping), I think it's ok. What I really do think was missing was at
    least some kind of "physical" bonus. A steelbook. Soundtrack as an audio
    disc. That kind of thing. I did notice the coined
    cover, but that's kind of wasted through the plastic of the DVD box. ME2's special edition was WAY better!
  • It felt less epic than DA:O or ME. The technical side is all there, but what's happening? In DA:O, you saved the world from THE enemy ever AND a civil war, all at the same time. In ME, you save the galaxy from one of THE most dangerous (and somewhat intriguing) enemies ever, and then in ME2 you did the same all over but without official support. In DA2,
    you barely save a city from a madwoman and nobody outside seems to care, the
    consequences are merely hinted at towards the end. Wasted potential there. It wasn't even a hard choice who to side with, considering that you either are a mage or have an abducted mage sister.
  • Technical issues. I didn't encounter any serious bugs, which is good, but I did encounter some random, temporary freezing and some fullscreen-vs.-windowed-mode issues.
  • I think there are too many shops and they are too far away from each other. Too much walking if you want to check them all for upgrades at the beginning of a new act.
  • Dragons. I didn't find one that definitely had to be there, most seemed
    like they qere squeezed in just to justify the game's name. IN that context: treasure piles. They all looked bigger than they really were.
  • I like the new interface in general, particularly the ability-trees. But: It feels like it was built for consoles. Why can't I zoom out? Why can't I move the camera independently from a character? Combat
    can be a real pain because of this. Why does a character's target
    change because I assign a new target to ANOTHER character, and without changing the selection circle? This
    has lost me a lot of battles! There are also small comfort-issues. Why
    can't I read a description while hovering abilities in the overview, and
    why can't I leave the detailed view with a right-click?
  • The poor fate that both Carver and Bethany face relatively soon. I do get the idea gameplay-wise
    and I can accept it as part of the story, but it would have been
    awfully nice to let two mage-sisters set frozen enemies on fire. And I hate seeing pretty girls die. And I don't like Carver's nose. But well, I guess this means I was "pulled in", which is a good sign nevertheless. I would have liked to be pulled in in a more pleasant way, though.
  • Why is it not possible to make a custom Hawke based on the default preset? And why can't I change the mouth properly?
  • The wounded coast was probably the worst level in the game. Long walks, lots of room to get lost. Ironically, this is just the way DA:O was.
  • Let me repeat this at the end, so it really doesn't get overlooked: It felt like it was console-optimised, and being a PC player, I hate giving up my superior controls so some other guy can use a gamepad on his years-old piece of hardware!
General thoughts
  • Combat is actually fun, more so than
    before, but only after your hero has gained a few abilities. I also
    think he should be allowed a few more abilities in general. I don't want everything maxed out, but right now, it feels like a few are missing in the end. Maybe just
    give him a couple of free ones at the beginning, or two per level for a while? Similarly to ME2, all abilities seem to actually do something, but other than in ME2, they have really long cooldowns (which is good, considering how devastating some of them are). So we need more of them!
  • And please, since I saw someone suggest this: don't throw away romances. No truly epic story goes without romance. If anything, put more romance into it - nobody has to romance anybody if they don't want. Hawke has a mansion - you could have "forced" him to have a child, skip 30 years towards DA3 and make DA3 about the child. Ingenious, isn't it? Imagine the possibilities, how you could influence your DA3-playthrough in DA2.
(I may add more later.)

one thing to add: I have never, in any rpg, had the urge to play a
mage. I always go for the warrior and sometimes the rouge; but in DA2
it is SOOOO much fun to be a mage!

1. You can kick some serious ass!
2. FINALLY! a mage starts hitting people with his staff... about time!!
3.
Your comments as Mage-Hawke are so provocative! Everybody, even Cullen,
Meredith & the Templars know you are a mage and they can't touch
you. I love it.

I totally agree on this! Especially because the companions are well balanced and actually allow you to play any class you want and take along who you want.

Modifié par ventrue3000, 27 mars 2011 - 04:32 .


#1368
The Ole Ultra Violence

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ventrue3000 wrote...
 Hawke has a mansion - you could have "forced" him to have a child, skip 30 years towards DA3 and make DA3 about the child. Ingenious, isn't it? Imagine the possibilities, how you could influence your DA3-playthrough in DA2.
[*]

[*]It's funny, at first I thought that the Wardens... insurance policy... would play a big role in DA2. They might do that for DA3, hard to imagine that they'd just throw that in

#1369
Fntsybks

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 Ok... giving this my best shot:

Combat: I enjoyed DA2's faster combat and the ability to dodge attacks that had clearly missed- an ogre's ram comes to mind as a bad point in DAO. The problem was that dodging was too easy, especially against a single opponent. A 2-h warrior was slow, as in DAO, but could do absolutely nothing against a well-run party, who could just dodge his attacks. The other main change I was in the combat was the knockback system, which, again, I liked. The only problem is that a rogue could fling one of my mages, for example, for about 20 feet, which seemed a little over the top. I think it would work better/somewhat realistically if a rogue's quick attacks staggered a mage, whereas a 2h warrior's swings were to fully throw them backwards.
         The other issue I want to bring up is the wave system. It works fine for some situations, but horribly for others. Shades springing out of the ground or skeletons rising fits the setting and feels appropriate. The same with spiders dropping down, or a group of qunari running in from the side of the screen. Bandits fading into existance for their third wave? Not so much. In addition, the whole waves idea felt overused: almost every battle had multiple waves of enemies, so they lost thier "oh s***" moment that the had in Origins. Using them occasionally, or in situations like the final battle is fine, but using them for bandits isn't. One last point I want to say is that the codex clearly says that teleportation doesn't work, yet mages still teleport (or seem to). That really shouldn't happen.

Companions: One note before I start: I never really interacted with Fenris, so if he is the exception to what I say, well, just realize that I never played with him. I felt that these companions were better than the ones from Awakening and the non-LIs from Origins (with the exception of Shale). All of them had a fairly interesting personality, and one of their personal quests was actually pretty hilarious (you know which one I'm talking about). That said, while Merril was good, there wasn't anyone even close to Morrigan or Leliana. None of the characters, with the exception of a certain incident near the end, ever really surprised me like the DR. Even the thing near the end didn't have the same shock or the "now it all makes sense" that the DR had.
         One of the problems with the companions is that they didn't feel like companions- you got quests just to go talk to them. This is mainly because of the non-camp style play: it would be waaaay too annoying to go to every house to see if the companions had something new to say. One problem though is that the companions didn't say enough: they never told me about their lives before they joined my party or gave me a sense of who they were outside of their plot elements. There were no golden mirror stories, no talking about the Wardens. That said, I did like the companion interventions, although I thought it could be better: having Anders or Merril talk Decimus down before he attacked me would have been awesome. So basically: more fleshed out companions, like Morrigan or Leliana, who have stories about their time with Flemeth/Marjolaine are much better than characters like Merril, who barely mentioned what the Dalish are like.

General Setting: I thought the idea of watching Kirkwall transform had promise, and I think the same idea still does if it was executed correctly. That never really happened in DA2. Over the course of the game nothing really changes within Kirkwall. It is just the same boring, reused environments, except with new sorts of bandits within. DAO was much better, with new, distinct settings (The Deep Roads vs. Haven vs. Redcliffe vs. the Brecilian Forest.) DA2 tries with the Wounded Coast, the Bone Pit, and Sundermount, but, since they are constantly reused, don't feel new and different. The exception is the Deep Roads, which in Origins were, admittedly, long ang boring. DA2 had the opposite problem: we were supposedly diving into one of the deepest, and undiscovered, parts of the Deep Roads. It never felt like that: we fought darkspawn for about 10 minutes, not the week or two of in-game time. We saw no evidence of darkspawn corruption, and the environment didn't have the same creepy environment that the Dead Trenches did. On the note of reused buildings and locations: once or twice is fine, especially if it has a justification, such as being the sewers. Running through the same, but supposedly different, part of Lowtown was just boring. One positive: Kirkwall felt more like a city than Denerim, although the city in The Witcher got it far better than either DA2 or DAO. I do know, however, that the crowds were removed due to hardware requirements for PC's and consoles - so no much can be done.

Story/plot: We need the ability to make decisions that actually matter. In DAO they were all over the place: the Urn, the Dalish/Werewolves, Redcliffe Village, Connor, Loghain, the Circle, Zevran, Harrowmont/Bhelen, Alistair v. Anora, the DR. All of them gave you the choice - a choice that was lacking throughout much of DA2. There were a few, mainly in the ending/ occasionally one on the same theme. They didn't matter plot-wise, and there wasn't a real epilogue to show what resulted due to your choices. Often, such as the quest Orsino sends you on or the qunari, DA2 begs for a decision. Instead, you get railroaded: no matter what happens, the qunari still ends up very similarly (albeit with a major character difference). Also, the major choice story-wise was slanted, due to a certain something revealed at the end. Don't do this again: make us choose between Loghain (preferably a little more justified), and Alistair. There were some good moments in the final debate, but one side was too influenced by that certain something. Also, there were always two solutions: kill one side or kill the other. What happened to talking to Zathrian, or getting Isolde to sacrifice herself? I missed the middle ground, especially when the middle ground usually seemed like the best option in most of the choices. This is especially true with all of the attack on sight quests, such as Decimus or Orsino. I can't say "Don't kill me, I want to help you." Instead, I have to kill Decimus, then get yelled at for it 10 hours later in the story.
        Another problem with the plot is that it was too disconnected. I really can't say too much in a non-spoiler forum, but aspects of the plot were stressed as important by Cassandra, then disappeared for 2/3 of the game. In addition, the "gather 50 gold" part felt arbitrary and annoying: I was doing all of these quests for random people for an expedition I was forced to go on. If you are going to force us to do something like that, at least have a good in-game explanation - and not just "It will make you lots of money, which you need. But to come, you need to have lots of money first."

Voiced PC: Not a big deal for me, but if a voiced PC cuts into other content, which I assume it does, take it out. Sure, it was nice to hear Hawke cracking jokes, but between half of the not being funny and half being inappropriate for the situation, it wasn't worth it. If the goal was to provide a cinematic conversation, as in Mass Effect 2's final mission scene, it failed. A mute, with a bit of imagination, and more choices, is defiantely preferable to the system in DA2. Sure, the options menus in DAO were a little odd, but I never really cared. In addition, I never felt like an option was missing, or that my character was a jerk for no apparent reason.

Length: It took me 34 hours to beat the game on hard, so probably around 50 on Nightmare and with a complete run-through. A little bit shorter than DAO, but still fairly comparable. One thing though: the recycled content made it quite a bit more boring/repetitive than Origins. I would definitely prefer a more fleshed-out sequel - especially with the massive cliffhangers, yes there are quite a few cliffhangers from both DAO and DA2- without a voiced PC and a longer development cycle to a bunch of recycled environments. So basically, Origins wins.

One last note: Why is Flemeth on the left side of this page's wallpaper? Whe was featured in two conversations, and maybe a total of 2 minutes of conversation. Make it a demonic Anders instead. That said: she, and Morrigan, and the OGB, better be featured prominently in DA3 :)

#1370
planed scaped

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A Dragon Age 2 Enhanced Edition.

Just like Cd Projeckt Red had to do with The Witcher due to it's early release problems(thier rlease was due to running out of money, don't know what Bioware's was, EA?)

Bioware really should do this, it was such an awesome thing that showed they really did care for the fans.

#1371
Jorrkit

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Wouldn't it be grand if Bioware's writers worked for a company like, say, Ubisoft? Imagine guiding Hawke through a city as lovingly-rendered and full of life as the Renaissance Rome of AC: Brotherhood.

I mean, think about it. I'll admit I know nothing about what goes into making games, but Brotherhood didn't recycle maps. All the dungeons were really unique. And the city! There are people EVERYWHERE. You can bump into them, watch them go about their business... they even comment on what YOU'RE doing.

Maybe it wouldn't be possible to have the best of both worlds, from a developmental standpoint. I don't know. And I love my Bioware games. But Rome sure does make Kirkwall look like a lifeless dump. It makes me a little sad, to consider the possibilities.

#1372
Wyndham711

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As a side note, some people argue that the lack of high-impact, high profile choises in the game is OK because the story is supposed to be a more personal one. And, sure, I get the thinking behind that and would actually be a fan of it had it actually been truly thought out and well executed in the game. Sadly that was not the case.

What we in fact got is a game that is in a kind of limbo between a personal story and an epic adventure, not really satisfying either goal. For instance, why do we have to play a generic badass hero character and and a natural born leader, if this is supposed to be a personal, more low key story? Even in DA:O we were able to play a shy or irresponsible character, for example, and there we actually had a heroic plotline filled with grand decisions. But we still had the option to go against the archetype.

In a low-key story we should be able to play a low key character. Perhaps a scumbag, perhaps a slacker, perhaps a criminal, perhaps a familyman, perhaps a zealot, the options for more varied and interesting characters would have been endless. Instead we were forced to play your typical badass hero even though the storyline and thematic setup of the game was apparently supposed to be something less heroic.

#1373
elimccl

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I'm getting too old to be writing large blocks of text on forums about video games, so I'll keep this brief. I shouldn't even have to; I expect a professional result from a AAA company. There's no reason why I should have to create a response like this. You knew better. I am sure many of you at BioWare were well aware of many of these problems when you were making the game, but due to your release schedule, you didn't have much time to work on certain things. So, I'm going to leave out fine details and mention things I think were simply the wrong direction, in outset. This may be difficult, as there're a lot of minor problems. I'll also say I was not looking for Origins 2. I don't care what you release, so long as the product is good. This product was not.

Gameplay:
I could say a lot about the aesthetics of some of the combat not appealing to me. "X-Treme" is a good way of summing up many parts of it. Certainly, I thought Origins was a bit clunky and awkward. A faster version of Origins or a slower, methodical version of DA2 would have been preferable, but this is not really a problem - it's preference.

The real problem is in how narrow the system is, and in the format combat takes place in. Waves of enemies is a big problem, and probably what makes this game's flaws stand out so apparently. Enemies appear, you use AoE attacks to clear them out at range while a tank tries to hold their attention. More enemies materialize out of thin air, often behind you. You reposition and kill these and finish off the elites. You repeat this constantly, and as a result, the entire system stagnates after a few minutes of gameplay.

There needs to be more depth to combat. Do not take this to mean "greater complications" or "more pausing the game and sighing as you figure out a plan." Combat should flow, but not be one-dimensional. Attacks should work together, create options for other skills and be diverse.

I really struggle to make suggestions for your game, because there are so many things I'd say are wrong with it. I'll list a few: I can't come up with many builds; the builds I can make aren't interesting; there are way too many builds that serve no purpose in wave gameplay; I often don't DO anything with many builds, especially warriors, because everything is so geared to being passive and not active (don't take this to mean all skills should be attacks); skills don't work together; skills don't have affects that affect the fight long-term and the ones that do are not worth using because enemies are so numerous and die so quickly; you overwhelm enemies more than outsmart them; moves that do things like "debuff enemies in an area" serve no real purpose because enemies do not do that, and the ones that do, die before they're really consequential. See what I mean? There're so many things wrong with this game's combat that even trying to explain it all overwhelms me. It's like the game wants to be an action button-masher but is still wearing the trappings of a tactical game. Commit to one or the other. The first game that comes to mind when I think of how this should work is Guild Wars, where the skills are limited to 10 (not how many you have, total) and behave like cards in a tabletop game, creating affects and counters and compiling statuses and working together as a whole. The combat is fast but intelligent, whereas yours is fast and impotent.

Story:
I've mentioned this in other threads. I'm a writer by trade, but after trying to regurgitate all my experiences into the gameplay section, I have no interest in going back over this, in full. The general idea is that the story is not cohesive because the questions and conflicts it introduces are not present until the end of the game. Decisions exist but have no affect, making them as impotent as the gameplay. The ones that do have some consequence are often dumbed down into "pick this option if you want to have sex with him/her." The arcs do not flow with one another, subplots repeat themselves constantly, characters often fail to meet resolutions, important characters simply appear or disappear, the setting and atmosphere do not expound upon their most basic formula, logic is often absent from much of the setting and characters... Again, there's a lot wrong here. Again, I'm sure you know what these problems are.

I think more the problem is that when you agreed to have a short development period and to try to appeal to a wider denominator for the sake of making more money, you knew what you were getting into. You know what the problems are. I've seen you release better products before, so I know that you know better than this. You aren't children, and you aren't amateurs. If you can't do what you know needs to be done, then maybe it's time to change where you're employed.

#1374
Kothoses Rothenkisal

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I will repost this since a couple of people asked me to put it in this thread

So Dragon Age 2 continues to cause a storm in a teacup on these boards, while gaming reviews everywhere give it scores that some might consider too high. Personally here is my take on the last ten years of gaming and what I want to see come back from old traditions and what I think are perhaps good ones, I will address them from the point of view of trying to be posative about DA 2 (because I enjoy it for what it is) while playing devils advocate.

Im looking back over my history of RPGs from the old Phantasy star and and the DnD 1st edition sega mega drive games, Portals of Pethoul on the Spectrum 128k through Heroes of might and magic, Baldurs gate and to here Dragon age.

Games have changed, perhaps massively in the last ten years and will continue to change, partially because of the sheer momentum of "casual and accessable" and partly because games cost more and more to make these days. The amount of money invested in them means that Labour of love games that dont turn a profit are simply not on the radar for most companies any more. Its a sad truth that the RPG industry will probably never see another neverwinter nights like we had 10 years ago.

Games now are about money, Activisions Bobby Kotick already has his pressure applied to the activision group to churn out mass produced content that can be packaged up and sold en masse. EA are now at a junction, will they follow the Kotick way or will they step up and say "We are a games company first, let us make a respectable amount and then let us give something back". Sadly the former looks to be true

The Gaming industry now is going through the 1990s of the music industry, we are past the stage where most musicians played for the love of it, and entering the age of the compact disk, the sales charts and the mega wealth that can come with success. WoW has gone from being Oasis to being New Kids on the block, Call of Duty is less prog rock and more Take that. RPGs too are going down the same mass market mass appeal distillation process. Its a fact that the more profitable something potentially is the more risk averse the money men become.

So we look back, to the days in our youth spent playing Baldurs gate, it did not have cut scenes, masses of gore what it had was a truley compelling storyline that drove you forward.

Planescape torment took this a step further, the most literary game made. We have gone from that to games like Drakensang which is basically "chase the yellow arrow for me" and now to Dragon age 2.

Dragon age 2 is a good game, it is an enjoyable Adventure game, but to classify it as an RPG I am not so sure. Yes the streamlining makes sense, in many cases it even works but we miss the magic of a story, plot twists that are not telegraphed in such a way as to make them so obvious they are less twists and more slight curves. Banal humour and cheap smut aside Dragon age two tells a great story of religious tension and ideological differences, well almost. It starts to and then backs off, rather than daring to really push into dark and somewhat real world mirroring tensions, its backs off into cheap humour and blatant sequel/expansion baiting.

This saddens me, when you made awakenings so that I could not import the "ultimate sacrifice" character I was dissapointed but I tried to tell my self "it wasnt they didnt include that, it was just they gave us a way to continue" but no, truth is that since DA2 allows this feature, it could have been in awakenings. Yet again you back off making the dark meaningful chocies actually mean anything.

A game that does this very well, despite its other limitations is the Witcher, Alpha Protocol, despite being a buggy mess also truley makes the dark choices count for something loss and gain handed out in the right amounts to make the decisions matter. Dragon Age 2 often threatened this, a certain murder investigation for example but again, backed off truley hitting the "hero" with the "You were dumb" hammer.

What all that rambling is, is anecdotal truth that despite the best intentions of producing a dark fantasy there is something holding Bioware back from truley hitting dark and edgey and keeping it firmly in the PG 13 Twilight brand of dark and edgey rather than than pushing on for Babylon 5 esq story telling. In origins there were enough choices of "Victory at all costs" to make it feel likeI really did have the option to win the right and hard way or to win the best and fastest way.

In Awakenings and DA 2 those choices are cheapened down.


Combat, combat has come a long way, it was often said in the past "Bioware tell a great story inspite of the combat" now with DA:O and even more in DA 2 it feels like its going too far the other way, you are so focused on making a games action be enthralling that it often feels like the story is now put in to slow the pace of combat, not the other way and not a balance.

Now I for one think this evolution has potential to be a great one, if you could tell a story like BG2 but with DA:O's level of polish and DA 2s combat system, that game would be the best RPG of the century no doubt. The community, your community which is made up of fans that WANT to buy your stuff are DESPERATE to give you our money and our continued custom are hitting you up to give us more for our buck. We dont just want sexy combat, we dont just want "When I press a button awesome happens" we want that feeling of "I want to get through this to see what happens next" . DA 2 misses that "One more hour, just get to the end of this dungeon then I will go to bed" quality that DA:o had and BG 2 practically trademarked. DA:2 is starting down the road of "chase the arrows" ten minute bite sized quests for casual players, while these are great we want more meat and less gravey to our main plots.

Which brings me nicely on to the subject of DLC.
I for one dont mind DLC, I dont mind that I spend extra for episodic content, but I promise, if another one comes out that is as big a dissapointment as Witch hunt was I will not buy them again. I am willing to pay up to £10 for DLC but I want atleast 10 hours worth of adventure for that. I do not want to see another 2 hour DLC just to fleece as much money as you can out of me. When Baldurs gate 2 released Throne of Baal that could have been a full on sequel in many ways it was, when Tales of the sword coast came out for BG1 this was a good expansion pack. The advent of digital distribution should mean you can get content to us faster but you should not be charging us twice as much for half of what we used to get for our money.

If you look back through my posting history, you will see I have always been a supportive Bioware fan but the patterns coming out have got me more and more looking to companies like CD projekt red and worse the buggy rush house of dissapointment that is obsidian to step up and replace what used to be Bioware.

To the EA people if you read this, giving us more bioware is good, I will accept recycled areas, I will accept a smaller map size for the world, but what I wont accept is smaler size also coming with reduced quality.

I (and I hope others will support this) am waiting to see what your next move is. Will BIoware be destroyed the way westood was, or will they come out of this with the support and muscle they need to give us a lot more of what we love. We forgive your mistakes, but we expect a return to form with DA and ME 3.

If you keep dilluting the quality too much, eventually we will dillute our spending too, if you keep things to the high standards we are used to, you will keep getting our money.

#1375
n3tb34n5

n3tb34n5
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Don't know, if it has been mentioned yet, but please...please no more flying weapons on my back, looks weird...