I want to start by saying I'm not a hater, I care about the games Bioware produces, and I come from the Baldur's Gate PC fanbase. I will mix in positives with the criticism:
***Story***
- As a matter of personal taste I enjoyed Act 2 much more than the former or latter. The Qunari issues were much more interesting than the Mage/Templar situation because it did not rely as intensely on a McGuffin that I really did not find interesting (the "evil" sword relic), I just became annoyed by the entire dichotomy. I especially came to loathe Anders who I thought would be much cooler prior to the game coming out thinking Justice would have a very noticeable role (Justice is one of my favourite Bioware characters)--he was barely there regardless of the somewhat contrived "terrorist" action.
- However, I found that most of the companions (especially Merrill and Fenris) were much more unique than the companions in Origins--except for Shale and Morrigan. My plea is that this attention to characterization goes further than companions and the Arishok, and into the rest of the NPCs. Most of the time I actually couldn't remember who I was talking to or about what in Act 2 or 3 with regards to quests in prior acts. I had to look online at the wiki to remember who these monotone two dimensional characters were (Samson, every mage besides Grace, etc.). It seems to me that the world of Thedas has so much to give, glimpsed from the codex entries, yet none of that depth is given to NPCs in the part of the world I'm playing in.
- This brings me to the most important thing I think DA2 is missing: the breadth of lore you find and experience in Baldur's Gate and Origins is missing. For instance, in DA2 the Dalish are set-up in this bland little campsite beside a mountain that spawns essentially the same bad guys in droves each time you are there. There is no expansive forest with speaking trees or haunted campsites or secret rituals like there was in Origins, and I can't accept the fact that consoles that support games like Oblivion or Origins can't handle equal if not larger worlds than Origins. My favourite part of DA2 was the content (not the items) of the Black Emporium. It was quirky, it was unrelated to the main plot, it felt like a secret, and that's what made Baldur's Gate so great and really propelled Origins. Which leads me to my next point.
***The World***
- Setting up shop in one city would be fine if that city were interesting. Going into DA2 I expected I may be wandering the cliffs above the mythical chained mouth of the harbour or climbing to the top of a city tower. It was only at the end that I even realized (during the cutscene) that the Gallows was apparently a large building across the water. As mentioned previously, a console or computer that can support Origins and Oblivion should be able to support the same size of a world or larger, and it seems a little suspect that DA2 not only doesn't, but also uses recycled areas and linear paths.
- Recycled areas: in Origins I was a little amazed that there really were almost no recycled areas whatsoever, and that was part of the reason I really enjoyed it, there was a sense of identity to each major area. Now I liken recycled areas, and in the case of DA2 it was the likes of which I have never actually experienced in a video game before (probably because I wouldn't buy one that had so many), to if in a movie, they recycled sets but kept the story going regardless. Imagine if the whole of Lord of the Rings took place in 4 locations, you could understand how continuity would go out the window along with its buddy immersion. Now add to that the fact you're sent to these areas somewhat arbitrarily and are attacked with the same combination of enemies, then you got yourself something bordering on a bad arcade game.
***Quests & Gear***
- No one left in the gaming world likes fetch quests - as quirky as those items are.
- No one likes junk.
- People like being rewarded with more than just coin and a single weapon. Going into the Fade in origins felt so satisfying as you leveled up your attributes which really set your character apart from his or her companions. The Warden's Keep DLC in which you gained specializations in blood magic (I guess I would call it magic even though I was a warrior) was even more satisfying. Things that set your character apart from his or her companions where you know he or she is the hub of your team was one of the coolest aspects of origins.
- People like specialized items, weapons and armor which you can use to heighten the uniqueness of companions and your character, there seemed to be a large gap between the amount of powerful great stuff in Origins and DA2 - I resorted to save editing to even purchase multiple cool gear.
- Bring back, in some form, customizable companion armor.
- Guilds would be cool.
***Tactical View***
- This one gets its own category.
- The reasons for taking this function out of the game have been cryptic at best (ceiling design?). The ramifications have been brutal, as I'm sure it has been mentioned. Walking into a low ceiling room is absurd, getting your bearings in a big fight is even worse. There also seems to be invisible walls when your almost looking horizontally, so when I would try to send Varric across the cavern (in one of the many times I was in the same battle area in the recycled environments) while I was walking down the stairs leading to the open area, it was essentially impossible (unless I tilted the screen juuuuusssttt right). Such problems are easily avoidable by having a tactical view and detachable camera, not to mention these functions add immensely to the combat. You know when you're facing one direction to focus one character on a specific enemy, and next thing you know Anders is dead in the hallway outside the room you're, or (in most cases) has just bolted from the room intentionally, things get unreasonably confusing. I'd like to quote that NPC who walked around the Hanged Man spouting things about combat becoming simpler, but I'd change a couple words: "Don't you notice how things like fighting have become much more annoying than ever before? How they have been needlessly zoomed in? Have you noticed how incredible ceilings are now?" No sir, no I have not. On this one I will also say the excuse that the engine, or the console, can't handle it is obscene--I would use Origins and Oblivion as examples.
***Voice Acting***
- I have no qualms with the companions or NPCs voice acting, or FemHawke.
- By the end of the game I became so annoyed with my character, the way he spoke, the dialogue he said, that it was like dragging along prop just to hear what the companions and NPCs would say. Now I realize this is a matter of taste, but I think it stems from the three tier conversation lines. I have no problem with this radial conversation thing, but I do take issue with the oversimplified-to-the-point-of-ludicrous hyper stylization of the nice guy, the bad guy, and the sarcastic guy. On top of that we have a voice that has very minimal character. I will never be able to hear a main character's voice and (like origins or other rpgs) think "that's my voice" and that's fine, but when I hear a caricature with a slightly British accent, saying overtly nice guy things or overtly sarcastic things, I get rubbed the wrong way. The Bioware I see in the companion characters is one which prides itself in ambiguity and characterization depth, so I have to wonder why my character is the one I left the game wishing I didn't have to use in following DLC. It is the same problem I have with Mass Effect, when a character (and I usually enjoy being the good guy) sounds like a righteous nobleman I find it very annoying. A holier than thou good guy is done better with Sebastian. Why can Hawke not have a voice like the heavy accented Irish Dalish, why must it be the lowest common denominator with a British tinge. I could ramble on about this but the point is, Origins with its text dialogue is great, and as Zero Punctuation says, losing a character with malleability and depth in place of a dull/annoying voiceover is not a step in the right direction.
Writing this critique has left me with a bad taste in my mouth, just like DA2 did when I tried so hard to like it. I did every quest that wasn't bugged, got all companions to 100% friendship, completed all the side quests, yet in the end I finished feeling disturbed and a bit cheated. I usually despise the trollers and the haters on this messageboard, but at this point I have become apathetic. I realize developers don't get enough credit for how hard they work under strict deadlines, but I have never been faced with a sequel that didn't upgrade from the original, or that showed how quickly it was made. That's the Maker's honest truth, and I hope that mine and other people's critiques lead those at Bioware to realize that the usual silent moderate majority (of which I was always a part, being more of a messageboard observer than participant) do feel that DA2 was disappointing in some very important aspects. Change might be good, but usually that line refers to upgrading.
Edit: One more thing, the family aspect of the game was utterly wasted on the fact one sibling dies before you get to know them, and the other spends 75% of the game without you. I thought this would be a great way to intensify some characterization and emotions, I had never even played a game with family members in it before. Yet, besides the fact one sibling could be a grey warden (which is cool) I didn't even know the family. The mother seemed to whine about not living in a mansion more than anything else, and once she got into a mansion she was silent. It was an oppourtunity that was spoiled and I hope it gains some ground in whatever comes next.
Modifié par Cucco, 01 avril 2011 - 02:49 .