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Constructive Criticism


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#2376
Elhanan

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For myself, DA2 was an enjoyable game; full of rich characters and action that accompanied the tale of a Champion that is destined towards being dropped between global conflict. While I did enjoy DAO more, there are many aspects of DA2 that I was glad to experience, and hopefully will remain for the future.

Character Creation - I enjoyed having more choices, but did miss the incremental stops as it is difficult to place the slider on a specific selection. The blood across the nose symbol and possible other personal adornments (eg; tats, earring, piercings, etc) might be a decent add for other faces besides the default character.

It might be nice if we could have the CC at Start AND after the tutorial much like a visit to the Black Emporium to complete and adjust choices. Being able to apply the Blood on the Nose mark then might make more sense to the story as some major plot event had possibly occured (eg; killing Ogre after losing sibling), And being able to Esc the tutorial might be helpful for repeated starts.

Dialogue - I am won over for full VO; miss hearing my own lines when returning to DAO. However, I prefer to either say exactly what the script will include, or remove the para-phrase lines and have desriptors and Icons only for the character to choose the general tenor of the thought. The para-phrase seems to distract; not add to the thought of what might be said, IMO.

I would also encourage a return to the setting specific use of swearing, as Nug droppings and Maker's breath is more enjoyable to hear than the baser alternative; possibly more immersive, too.

Action - great to see so many more Talents to choose from during the course of play for each class. And many of the animations were fun to see, and added to the enjoyment. I do miss the death blow animations of DAO, as these could be Paused, Prtscn, and savored, as opposed to the new cut-scenes.

Races - I do miss my Dwarves, but did enjoy a tale of the Dwarf-advised human. Varrics lack of a beard for a surface Dwarf was a great touch! As for the Elves, I prefer to return to Knife ears rather than the machetes they have now. Too much alien in the Alienage for me.

classes - as mentioned, I enjoyed the greater selection of Talents, and liked what was included of the Attribute related Skills. However, not all the Skills were included, and some were missed (eg Coersion, Stealing, etc).

If there was a major flaw, for me it would be the related Item prereqs that force the players towards the same builds. Pls consider returning to allowing all or most arms and armors for every class. I miss my heavily armored, longsword and axe wielding Rogues, and my non-robed Mage options.

Cinematics - beautiful and inspiring! Please slow the accompanied animations a little to allow the Players to further enjoy these sequences. And if an Auto-save could be placed after each one, they could be skipped if desired for needed reloads. I usually have a save of my own before hitting them if I wish to view again.

Enough for new; just wanted to thank all again for this game, and your willingness to listen to feedback

Modifié par Elhanan, 02 juin 2011 - 06:34 .


#2377
Ariella

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I just realized something I'd like to see added that I'm not sure has been mentioned:

Going back the the NWN launcher set up where you can access the updater from the launcher.

#2378
Icinix

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Ariella wrote...

I just realized something I'd like to see added that I'm not sure has been mentioned:

Going back the the NWN launcher set up where you can access the updater from the launcher.


Hell yes. Back in the day that was great.  Didn't have to go searching google or forums to see if a patch had been released etc etc.

#2379
Arrtis

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The game in general was bad.

Short.
NO replay value.
Tedious combat.
Few areas.
bad story.
no conclusion.Used the same ending as Kotor 2.
Screams lazy grab at money.
Seems to be biowares thing.
Make 1 good game.
THen milk the series till it cant be milked anymore.

#2380
RosaAquafire

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Since I've recently read that Bioware employees are definitely reading this thread, and the massive hatewave has ebbed somewhat, I decided to make my post here.

First of all: I loved DA:O. Played it a lot of times, got it the second EB opened on release day, just absolutely loved it.

Second of all: I loved DA2. Played it twice so far, got it the second EB opened on release day, just absolutely loved it.

On the whole, I slightly prefered DA2, but I am definitely not a DA:O hater and see a lot of good in that game. What I'll be focusing on in this review is stuff from DA:O that wasn't missed at all and the series is better off without, and stuff that I missed a lot and I think would be worth adding back in.

It's also worth saying that I played the game on PC, but don't consider myself a ~*PC GAMER*~, nor a console gamer, I just like the flexibility of a PC and being able to play it and check my email at the same time.

Okay.

GOOD STUFF DA2 DID THAT DA:O DIDN'T:

- Fast, fun combat that felt satisfying to watch and play. I especially loved the sound engineering in combat, the sound of swords swinging and bowstrings thrumming was intense, punchy, visceral and immensely satisfying. I loved how combat felt reactive and quick. It's hard to explain exactly what it is as opposed to DA:O that was so great here, but I think BW knows what I mean -- there was a closer connection to the action, a 1 to 1 correlation between the commands I was giving and what was happening onscreen. Everything felt immediate. That was awesome.

- Cinematic scenes. I loved the story and the voice acting in DA:O, but I got bored standing there, watching the NPC just make loving eye contact with my dude for upwards 10 minutes in some trees. While what was being said was interesting, watching it be said was boring. DA2 hit this out of the park. I thought that the characters felt alive from their motions -- Isabela's eye language and Fenris's facial expressions were both especially impressive. I loved the use of props, blocking, the conversation actually being set in a room. While the dialogue itself wasn't that much better, it felt it because the characters acted with their whole bodies instead of just their voices.

- Friendship and Rivalry. Holy moley, I loved having both options! This was the biggest ROLEPLAY change in DA2 that really worked for me. I loved having the viable option of playing my character disagreeing with everything Anders or Fenris said without bruising myself on the gameplay side. I realize that a lot of players didn't see Rivalry as a valid path and I hope that you can improve that somehow in the next installment, but I didn't feel like this game required as much politicking. You could have whatever opinions you wanted with no penalty, and it actually made relationships and roleplay more interesting. Rivalry romances were especially welcome. This sytem had one major flaw, though -- that being that gaining rivalry meant losing friendship, and vice versa. On some characters, this didn't hurt much, but on people like Fenris and Aveline, with very strong opinions in two different areas, it was easy to roleplay consistantly with them and manage to ride a flat old 0 all game. Very frustrating, and ended up requiring some politicking. Some have suggested making friendship/rivalry only apply to the character's most important issue (mage freedom for Anders, being a sweet bro for Varric, etc.) but I think this would be a removal of depth from the character. My best suggestion would be to make the neutrel path do something, OR, put rivalry and friendship on different scales and take whichever is higher. Inelegant, but I'm sure you can refine it.

- No gifts. Gah! I hated gifts! They were so arbitrary and stupid. You'd lose less approval for killing Oghren's wife than you'd gain for giving him some beer. And Morrigan was basically impossible to have any sort of relationship with unless you showered her with jewels. That said, I think a few MORE gifts would be welcome, and make them harder to earn. Maybe at the end of optional sidequests, or costing a whole damn lot of money in a store. They were too easy to find, and it just made them feel like one more stop in your route. Neither did they feel like an actual bonus to relationship scores, just something that the game was already balanced around. I think a few more gifts per character could improve the problems with friendship/rivalry, too -- more wiggle room for when you're straddling the neutrel line. And they should FEEL like extra points, bonuses, not neccessary to max out a relationship one way or the other. Overall, the change was very positive, but could definitely be improved.

- Music. I just thought the songs had more melody and less plodding, overwrought notes, YMMV.

- Storyline. I liked how DA2's story was a lot less cliche than what you come to expect from a fantasy game. There was no evil to fight, no war to win. It was a very personal story and it felt personal. I realize that lots of people complain about there not being "epicness" to it, but I liked that. A story doesn't always have to be epic. Sometimes it's better to be small. Personal preference, but LoTR heroic fantasy 101 was my biggest problem with DA:O. It was made tolerable by the darkness and the extremely loveable characters, but it was still a slave to its archdemons and usurpers and darkspawn. DA2 is a more human story. It isn't without its flaws, and I'll talk more about that later, but the tone and theme of the story is much more preferable.

- classes felt more distinct and fun, talents were the same. I found a joy in choosing my talents that I'd never felt on any of my DA:O characters. The trees improved the experience a lot. I felt they were a little too limited on forcing X many points in the tree, sometimes -- some limitation is good, too much is not, maybe just limit by level/statistic? -- but on the whole, talents were fun as hell and each class felt singular and unique. My personal favourite to play was the archer rogue, a lovely change from DA:O where archery was pretty boring and didn't have a lot of talent support, especially with a rogue.

- Voiced PC. Now, this one comes with a huge caveat, and I'll talk more about it below, but on the whole, my Hawke felt like more of an actual person in an actual world with an actual presence than my Wardens ever did. I think half of this was the blocked scenes, and half of this was the character voice. However, I feel like I really need to highlight the most IMPORTANT part of the character voice succeeding, and that is dominant personality. It's not a flawless system, but it's by far the best use of a pre-voiced, player-defined character in RPGs yet, in my opinion, and I'm really looking forward to seeing Bioware expand on it. I think the choices of personality were a bit limiting, and there are some problems I have with the voiced character and the changes that brought to DA all around, but on the whole, I think it was definitely an improvement.

- The companions speaking up during quests. This is one of the biggest improvements. DA:O's companions felt like an army of wooden soldiers unless you personally asked them for their opinions. I just loved how DA2's cast will speak up whenever they have something to say, and they do it really often. I think it made them feel very alive, and made ME feel a lot less alone.

- UI. Seen a lot of complaints about it, but I thought it was slick and professional and austere and gorgeous, where DA:O's was more rinkydink and visually cluttered. I liked the use of spare cleanness to highlight Kirkwall's visual look, and how nothing ever looked overwrought. Very tidy.

- Speaking of visuals, DA2 was a really nice looking game, especially the areas. Thank you for adding hair physics, everybody looks less fake. Like the slightly stylized but mostly realistic faces. LOVE the elves redesign, **** the haters on that one. There definitely could have been more visual VARIETY, but what was there looking absolutely lovely.

- Also mages were less stupidly broken and I appreciate that.

GOOD STUFF DA:O DID THAT DA2 DIDN'T:

This is the stuff that I really missed and think it was a huge miscalculation to ship the game without. I know there's probably a lot of reasons for it to be the way it was, but I'd appreciate your consideration thinking about these features.

- Waves of enemies absolutely ****ing suck. Does ANYBODY like this? Look, BW, I love you guys and the combat system you designed for DA2 rocks tons of faces, but waves of enemies are just horrible. Nobody likes this poop. It's just impossible to play the game strategically. Strategy is identifying the most harmful target in a group and blowing it down as fast as possible. It's recognizing the dangers of every enemy on the field, categorizing them, and positioning/planning accordingly. When a bunch more dudes zone in halfway through the fight, it makes those choices not matter. It makes kill order become a crapshoot. You stop caring about where to position your people because god knows a rage demon is going to just spawn and stunlock Anders whatever you do. You stop caring about which enemy is most dangerous because another one could appear at any second and you'll still have everyone else to contend with. Waves are just not fun. I beg you to please reconsider including them in DA3. I'm not complaining about my immersion or how illogical it is, I really don't care about any of that, but I know that I enjoy my experience a lot less when I can't plan ahead. RPGs can be anything you want, sure, but planning is the most important part of them.

I have no problem with enemies joining the fight halfway through, but make it rare, it make it less of them. Make it something you feel you can react to, not just a big reset button that drags the fight out and frustrates the player.

- Healing is really not a factor in this game and it makes me sad. Some people like healing, and like playing the healer. I really, really missed this option. It's considerably easier, actually, to play this game with Merrill as your mage than Anders while on Hard, in my experience. I get that reducing the need for a healer was a design choice, but it was one I didn't like. I missed healing being useful, and I missed the game being balanced around it. More viable healer role for DA3, please.

- Relationship transparency. It's actually remarkably difficult to tell what a character thinks of you. Do they like you? Is that bar bluer or redder? Are we friends? Are we dating? What's my score, exactly? Do I have to keep track of this, myself? In DA:O, you could just hover over the bar and see what the character thought of you, whether you were in a romantic relationship or not, and what your exact score was. I really, really missed this.

For romances, especially. Yeah, here comes a girl talking about romances, man the clownbowns things are gonna get hilarious!! But here's the thing -- I absolutely loved the DA2 romances, but they have zero transparency. It's impossible to tell what's going on, there. In DA:O, things were pretty easily laid out. You triggered a romance, the character's status changed to "interested." You pursued the romance until they brought it to you to make it get serious. If you were getting serious with multiple characters at once, there were flagged moments where you'd be forced to choose which romance to pursue. You could break up whenever you wanted, and pursue another character after that break-up if you chose to and hadn't previously broken their hearts. It was all very upfront and intuitive.

Navigating DA2's romances is a nightmare. You can pursue two romances at once without being forced to choose either, and either have DA2 decide for you, or completely break the game. Characters will end or deny romances with you for reasons it's impossible to figure out, when in world you could just logically ASK THEM why they're not interested. Also, with Fenris's (*groans erupt*) in-romance breakup, because there's no way to check if you're in a relationship, it's impossible to tell if you've wrecked the romance or not. I've heard of people reloading their game five and six times to try and get Fenris not to leave them, certain that they've broken the romance somehow. I loved Fenris leaving. It was IC and heartbreaking and lovely. I would have loved it a lot more if I weren't meta-panicking that I messed it up. If the system were more transparent, we really wouldn't have this problem. DA2's romances felt a bit more ORGANIC than DA:O's, it's true, and I liked the actual romance arcs better for the most part, but I think DA:O's SYSTEM was a whole lot better. Transparency. Intuitiveness. I missed that stuff a lot. Trying to successfully woo a DA2 character is like navigating a minefield, and even that could have been solved with any in character feedback. Speaking of which ...

- In character feedback. DA2's characters were great, better and more real than DA:O's imho, and I loved interacting with them. But it always felt as if it was on their terms.

Now, I liked this, I did ... to a certain extent. I think DA:O's system was very flawed. I DON'T want to talk to my dudes just anywhere. Having Leliana tell me a story about a French Knight while standing beside Hespith eating corpses was just ludicrous. When I try and talk to a character there, they should say "not now, stupid, we're about to get owned."

But there should be SOME feedback between player and companion when I just want to have a conversation. I think cutting out about a quarter of the dialogue budget used for other things, and giving it to DA:O style dialogue trees, would be great. Frontload a bit early on to let us get to know our characters -- you know, "so, pirate wench we just met, tell me a bit more about yourself." And then add some that lets us ask characters how they feel about recent story events, like how you could ask DA:O characters if something was wrong after a fight. I would have liked the option to be able to talk to Varric after [tragic event] happened in Act 2 -- it didn't need to be a fully blocked scene, just a quick little exchange that I personally sought out, to make me feel less isolated. I really do think that some dialogue needs to be player guided and player initiated, and the game should let me ask my companions whatever questions my character would ask, within reason. No, I shouldn't be able to ask Varric at a whim what he thinks of rampaging clowns, but I should be able to ask Fenris why he left me and if there's any chance for us, even if his only reaction is emotionally shutting down and not wanting to talk about it. I need to feel like I have agency.

- Speaking of agency! Man, these keep seaguing into one another. Okay, so, Hawke had few choices, and I liked that. Destiny, fate, and what it's like to not HAVE many choices, those were the themes of the story and the game. And that was tight as hell. It's something that games rarely explore, because games tend to be about having us make choices. I liked that you did something different.

But that's the thing ... games are about having us make choices, and when we don't get to make any, it's unsatisfying. This isn't something you notice as much on your first playthrough, but it's really bad on a second. DA:O was great about offering choices. Sometimes it offered too MANY (cough, Connor, thank you so much for not including a Connor disaster in DA2), but it was always offering them. And what this let you do was really feel as if your story was your own. There were branching paths for every major questline. Few of them were very well done, and almost all were the option between being a douchebag or being a hero, but in THEORY, you could personalize your story, and it let you feel as if YOUR Warden was different from any other Warden.

There really aren't many of these in DA2. Most choices are very small, and don't actually affect anything. I'm not asking to let me kill Orsino at the end of act 2, or join the Qunari, exactly. I'm just asking for ways to make my story feel unique. Whether you let that one apostate go or not, she still gets captured and still hates you enough to kidnap your sibling/lover/friend in Act 3. Whether you side with the mages or the templars, the mages still conspire against you, thinking you're with Meredith. I realize that there's a lot of whining along this front, and I'm not asking to be able to avert [the tragedy] or not kill [the character everyone doesn't understand is a twisted **** at the end of the game] or even to stop [that one character] from doing [that one truly heinous thing that sends matters beyond your control.] I'm asking for choices like the ones DA:O offered, like getting to put your choice of ruler on the throne, of seizing or destroying the Anvil, of deciding the succession in Orzammar. A lot of those choices were awful, black and white, poorly outlined ... but they were choices, and I think you could make BETTER ones and include them in the game, instead of cutting them down entirely. The big moments have to stay the same so as not to compromise the themes, but most quests have a preset ending, in the game, and whatever choice you make doesn't seem to matter. Maybe in DA:O, it only had the illusion of mattering, but that
was better than nothing at all.

- Roleplaying in general. As I said, I think that voiced Hawke was a step in the right direction ... but I find my Hawkes harder to roleplay than my Wardens ever were. Some of this is the voice. Some of this is the lack of choices. But I think a lot of things is the lack of transparency in the dialogue wheel.

Like, one of my Hawkes was a cold, serious, confrontational woman. I played with a mixture of the diplomatic and aggressive roleplay options. Those options are limited, by the way, and I'd really like to see them expanded in a future game, even just to allow different reactions and actions as opposed to just different tones, but they'er a good start. Anyways. Sometimes, I'd pick an aggressive option, expecting from the summary that it would sound like a tough, straight-talking person you don't want to mess with, only to have my character transform into a cloud of angry bees and angrily attack the speaker. It's RIDICULOUS, some of the disparency between the summary and the actual statement, sometimes. There are times when I'd nearly miss out on the best option for my Hawke because the summary seemed wrong for her/him. And there are times when I'd pick what looked perfect only to have them make a joke about their dead father. What.

I've heard talk of an option where you could hover over the summary for a few seconds and then see what the character will say at the top of the screen. I think that would HELP this, but not fix it. Make no mistake -- I'm not asking for the removal of the dialogue wheel. I'm not quite sure what I'm asking for. But I found it hard to make my character do what I know my character would do, to say what I know my character would say, disturbingly often. I'd appreciate if BW could think about this and how to improve it, even if you don't come up with anything.

- Origins. Sorry, but I missed them. And being able to choose different races, too. I get it, all about cost efficiency, and my blocked scenes require a character of the same dimensions unless you make them six times, but if there's any way, please reinclude these things. At least Origin stories, even if they're all human. It's that same problem -- my Hawke feels less MINE without an Origin story. She feels less unique, less interesting, and less singular. I get less ideas for characters because they all come from the same place, shouldn't they all logically be the same person? I think Origins were a great idea and I think it would suck for the series to just drop them altogether. It's something unique to DA. Don't abandon it. I missed them.

- Replayability. More FUN to replay, but less reason to.

- Of course, the areas. I don't care so much about this as some people do, and I think it was at least half a stylistic choice, but it WAS lazy and I DO wish that there had been more aesthetic variation, so I'm going to add my voice to the chorus. However, this is last priority for where I want you guys to put your time and money into improving next time.

- And, finally, the ending. I'm not going to complain about it being a cliffhanger, because it's not, and I'm not going to complain about it leaving things unfinished, because I liked that, and I'm not going to complain about how it prepares the world for DA3, because I liked that, too. As far as the overarching story goes, and as far as that last scene between Cassandra and [spoiler character] goes, I am totally satisfied and totally pumped for DA3. Bring it on, that was sweet.

I'm talking about Hawke. My Hawke, in particular. My Hawke and her deep friendship with Isabela, her bromance with Varric, her love for Fenris. My Hawke, and all of her companions, didn't have an conclusion. They just faded away. I didn't get to find out what any of the characters did after DA2, I didn't get to say goodbyes to them after the dust settled. I didn't miss ending slides, those were tedious as all get out, but I did miss walking around the throne room and seeing everyone. That was the farewell, instead of everyone just vanishing. The fact is, most, or at least "a lot of" people play BW games for the companions, and the relationships you can build with them, romantic or not. Not getting to see where everyone went and what they planned to do ... that sucked. I don't care if it gets contridicted later, so long as it's explained IC in a satisfying way, but I want to know.

I think there should have been one last scene, a different one for either outcome, where you talk to all your surviving friends around a campfire on the run, or talk to them all in the Kirkwall throne room. Nothing big, just enough to have the sendoff. And then roll Varric's final monologue.

I don't think it's really the lack of dramatic conclusion people complain about with the ending, so much as the lack of personal closure. Maybe this'll be fixed in DLC, but that's crappy design. A game should conclude itself, without needing microtransactions for emotional satisfaction. I liked the scenes before the Gallows, but they weren't what I needed, and I don't think they were what anyone else needed, either.




So there you have it, TL;DR as hell, my concrit of DA2. I loved the game, I REALLY did. This is all after I've let it sit for a month, let it REALLY sit and think about everything I loved and didn't love so much about it. I hope it's helpful and I hope you take it into consideration. I'm happy with everything DA2 did, even though I had some issues, and I'll be buying DA3 on release day regardless of what you do.

Well, unless you include waves of enemies in combat again. Then I'm out.

J/K. Maybe. Seriously, guys, nobody likes that crap ;_;

#2381
Meglort

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Sorry forgot to mention that the relationships options should be either a setting in the options or left to the community to mod using the non-existent DA2 toolset, such as in Equal Love, etc.

I cannot remember an 'RPG' in twenty odd years that as part of normal conversation has without warning suddenly presented a dialogue option with a sweet heart icon for your male character to invite other male characters back to his mansion for a joint man-glue face-spraying session or take a serious discussion about their tormented background in slavery to the immediate conclusion of 'you are giving me a woody big boy, let me have my way with you'.

Not being homophobic by any stretch (have enjoyed the Pearl, Sappho's Daughters, etc.) but the only reasonable dialogue option in a couple of scenes - that is to pursue getting your hairy leg over Anders or Fenris made me feel crook. Didn't want to go near either of them after these situations, but hanging out with Isabella, Merrill and Aveline wasn't that bad as it turned out anyway...

What about having in gameplay an option for Relationships as a set of check boxes for 'Straight', 'Gay', 'Lesbian', 'Bestial', 'Surprise Me'...?

#2382
ozenglish

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One more thing I would like to see.. cross-classing.

allow us to say at level 9, gain a second class and maybe at level 12 be offered a third class.

I know it is old school D&D, but I think it would be nice to have the options available. I don't mean say warrior has 4 options as does mage and rogue. I would like to say have a mage who has learned to use a bow and can pick locks. Or a warrior who can heal himself in combat without a potion. Or a rogue be able to cast a raise dead spell to help with a diversionary tactic so she can get into a backstab position because the enemy just had 5 low level undead to deal with.

Now I think that would be pretty sweet.

#2383
matttco

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Having just beat DA:O finally and all the dlc (still working my way through awaking though). I want to say that IMO DA2 was better. More interesting story, better art (I really think the dark spawn look alot more fearsome in 2), and the most important thing is the combat is so much faster and again to me just makes it way more fun.

However that said I feel that some parts of DA:O were cooler like the scale and variety of enviorments, even though dungeons and areas were repeated for some reason kirkwall felt more repetitive.

I like the fact DA2 takes place over some years but really wished that each year things looked different, dirtier streets, people standing in diff places etc just to make it seem like time had passed.

I really can't wait for DA3 while most people seem really disappointed with 2 I absolutely loved it. But after playing 1 I can see some of the things people miss. My hope is that 3 takes some of the aspects people loved about DA:0 but keeps the art, characters and aesthetics of 2. And especially keeps 2's combat (minus the spawn waves everyone dislikes).

#2384
Rolenka

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While I like the idea of seeing how people's lives develop over a number of years as a consequence of my actions, there was one problem. I couldn't remember who anyone was by name, and sometimes not even by name and face. I wish the mentions would give a little more context to jog my memory, whether that be in the letters you get or the conversastions with NPCs.

Like, yeah. I save a lot of people's lives. Don't mention it. Who were you again?

Sorry I killed your best mate. I kill a lot of people. I'm sure whatever he was doing was very bad, though.

#2385
Choyrt

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copied from an independent thread per the suggestion of a fellow poster:

To provide a minimal of detail about me, I've been following Bioware and Black Isle since their relative beginning on the forums that once existed over at Interplay. KrazyKat used to run that place, and on the Bioware forums I got to know Grom-nir-Il-khan as well as others.

Again, Bioware has proven time and again they listen and track input from fans, so I'll provide mine.


The good!

* Artwork and design/redesign. While the Darkspawn's change was disapointing, yet understandable for the purpose of brand distinction, I outright adored the change in the Qunari. Complete and total aces here. I also liked seeing Flemeth's dangerous-yet-sexy redesign in contrast to the more sturdy and familiar carry-over designs like with Leliana or Alistar (although the bloated bar-fly was funny).

* Map and ingame navigation. I truly found the switch from night to day intuitive and fluid without sacrificing the feel that this is a real world and a real city. I liked the UI indicators that told me what I still had to do and where quests could still be found.

* Varric. What a wonderful narrative experiment in video game storytelling! I loved his presentation, I loved how my actions navigated his tone and approach to my material, and I especially loved when he LIED. Storming his brother's home had me in gales of laughter. His voice and charm was present, he was a highly effective character regarding combat and gameplay, and I felt the desire to keep him with me as often as possible so he was a witness to my game. A very very very inspired and bright move.

* Avelina's romance. I found her bland and cold at first but her writing and voice acting made me worm up to her. During my male Hawke playthrough, I pursued her and found myself frustrated and irritated that she was oblivious to Hawke's advances! This was more realistic and an interesting curve ball. Afterall, why would every person fall for you, male female or of any race? Chemistry is never a guarantee.

* Sprawling narrative. I greatly enjoyed seeing things progress in this city and environment. The long-standing effects of my actions and choices were a nice concept ...

* Combat mechanics. Dude, what a great combat systems! I loved the combination of micro managing, action, gore, and tactics. This was a damned good combat system. EVERY class felt potent and able and the array of weapons were delightful.

* The talent trees. I cannot express what a huge improvement the leveling system is here. It had a strategy all its own and I found that I could play each character the way I wanted without being inhibited.


The not-so-good

* Difficulty of combat. I never ... not ONCE played on anything short of hard mode and the only fight that actually gave me fight was the Qunari boss. Not a game breaker, but it seemed fairly drastic for a Bioware game.

* My choices didn't impact the world as I had hoped. Hawke and myself were passengers in this story, despite the bard's narrative. I get how the story you wanted to tell was bridging and binding, but in doing so I became the bridge and I was bound. I really wish I could have seen, as the years passed, the physical and political changes in Kirkwall of my actions. Couldn't my financial influence have changed wards, elevated the alienage, or maybe geared up the guard through donations?

* Replayability was not as strong as normal. I played the game twice, once as a male mage and once as a female rogue (found the female way better somehow. Just us girls trying to make it in the world!) and honestly that might be it. I did everything, it all felt linear, and no choices I can recall blocked me off from any big content.


The bad ...

* Recycled enviornments. What were you thinking? Seriously, even on the coast not a rock or branch has moved in the ten years that pass. I felt the genuine contempt toward the playing audience for this. Rarely RARELY has a small detail like this loomed so large in a game's long-term enjoyment for me.

* DLC content opening day when your game is thin as it is. I bought the full game. Why didn't I get the exiled prince? This wasn't an anti-preowned thing like Shale, which made perfect sense to me. This was something else ...

Overall, a good game. I really enjoyed it, found it compelling, and in some spots I felt challenged (like the dragon. Thank you for not over doing it on the dragons!) It felt more like a side-step than a sequeal, which is fine ... but with the 'two' in the title I expected something more meticulous and open. I repeat again, a good game.

#2386
melkobelcha

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The good
Graphics
Music

The bad
Hawke - did not like him at all.
Dialoge wheel - I like to know what my character is going to say.
Combat - way to much flash and over the top.
Auto-attack - I hoped this would fix the combat for me but it just made it worse. Hawke looses his target if the enemy is only one inch away from his sword swing. I want it to work just like it did in DA:O. PLEASE FIX THIS.
Re-used maps
Kirkwall - for spending the whole game in one city it was unbelieveably small and lifeless, it felt like a dungeon, not a city.
Darkspawn - the new look was horrible.
Story - I applaud that you tried something new, but it just felt rushed and incomplete.
Inventory - one of the main reasons I love party based RPG's is tweeking my party, and that includes their equipment. Removeing this was a game breaking decision for me. This really has to be my biggest complaint.

#2387
Ambeth

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I would like to start off this post with the assurance that I do like the game - I am on my fifth playthrough, so I either like the game or hate myself.

I don't think I can make a comprehensive list of all the things I really like, because they kind of blur together and don't tend to jump out at my consciousness and say 'hey, look at me!' like irritations do.  But I dearly love the characters (especially Isabela and Fenris), the character interactions, the romances, the friend/rival system, the conversation wheel, the intent icons (oh, how many times I have been surprised by what my character actually says or the tone in which it's delivered in other games without those lovely icons), the talent/skill trees/webs, and even parts of the combat system.



Things I don't like, or that irritate me:

More mobs spawning from nowhere just when I think I am done.  (There was one particularly memorable place where the pause between spawns was long enough I thought it was done and triggered ANOTHER set of spawns.  That... was a hard fight, even on the easiest setting)

One of the two last boss fights making NO BLASTED SENSE AT ALL, regardless of choice.

Finding gear I can't use.

Gear sets that take so long to find all the pieces of, I have already replaced the first piece (or two...) before I even see the fourth one.

The icon for 'you can't target your spell here' not being more obviously different from 'you CAN target your spell here', causing me to wonder why the heck that Cone of Cold isn't going off.  Also, even needing such a difference.  So what if I have my cursor over my character?  I can SEE where the Cone of Cold  (or the Fireball or the.... I think you get the point) is going, why isn't that good enough?

Targetting moving shades. <_< Yes, I know where the pause button is.  No, it's doesn't help, because I have to click below and behind where I actually see the shade.

Some of the things Anders says.  Athough the irritation with that might come from my inability to smack him upside his head for it. :whistle:

Modifié par Ambeth, 03 juin 2011 - 09:04 .


#2388
Lechero

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I don't think the sequel is a stepback from the origins, but in a way it is. In origins i had a bunch of choices that which character i want to be the tank for example. In DA2 only Avaline and myself. I don't like to be a tank and i don't like Avaline.
The companions are far the worst in any Bioware Game . I mean i really cared for my companions in origins and in the mass effect games aswell. In this one only a few are interesting enough to care about. And it's a dissappointment that only Anders join you from the original game.
Yea mobs spawning from nowhere thats a shame.
Choices from the first game really dosen't matter in this one. Really disappointing , after seeing it perfectly in the ME series.
Hanging around in Kirkwall all the time? In the original game there were a lot of places as big as Kirkwall and they were more spectacular and interesting.
Yea I'm criticising this game a lot i like it really , great story, Hawke is really a nice protagonist but, in a lot of parts the original game is superior to this one.

Modifié par Lechero, 04 juin 2011 - 08:36 .


#2389
contextual_entity

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Hoo boy... TL;DR post incoming. You have been warned. I'll start on what I feel are the least important and work my way up...

Dialogue

I have no problem with the dialogue wheel as a mechanic. The only real issue, I feel, is the lack of obvious transition between the shorthand the player is given and what Hawke actually says. Some options feel as though I may as well have mashed my head on the keyboard to get the resulting conversation. I would appreciate it if
I could accurately predict what my character is going to say.


Enviroment

More variety of maps would be greatly desired, thank you.


Combat

Again, there is nothing wrong with the combat system per se, the basics are sound but it it feels, well at the risk of being redundant, basic. It does get repetitive by the end of the game. I wish I could offer some advise on how to improve matters, but I admit to being at a lose. So being that I have nothing to add, I think it's fair to say the mechanics are sound.

Now, lets talk enemies. Bioware, we're pals right? I have every game of yours since Baldur's Gate. Heck, I've bought KoTOR three times. As friends I feel I can be honest here:

I feel that you messed up here.

If I wanted a game where "mobs" magically appear behind my healer, I'd still be raiding on WoW. When I think Bioware combat, I think meticulous planning and careful positioning, not reaction speed and spam buttons. The simple fact that the new system required the removal of friendly fire on everything but Nightmare difficulty should have been a dead give away that this would be an issue.

I'm not going to make the claim that the combat is less tactical, but it's a very different kind of tactics and that
wasn't a change welcomed by many veterens, In my experience.


Story

Okay... meat and potatoes here. My apologies; I'm being horrendously blunt here. The story lacked cohesion. Each "act" played out with only polite nods to the others.

Act 1 lacked any true sense of struggle and, felt like it should have been Act 2 and half as long with Act 1 taking place in the 1 year skip to give a greater sense of Hawke's struggle to acclimatise to Kirkwall's environs and give a deeper sense of his station as a refugee. What little we get feels tacked on as it's appearing a full year into his life in Kirkwall.

Act 2 I feel is the most sound, which is probably best as it's the core of the plot (aka. Hawke's rise to Champion) and it's time skip feels less intrusive than the others. A small intermission act to tie up loose ends here and there wouldn't have hurt, but that's just blue skying really.

Act 3 on the other hand feels like less a logical conclusion of the story and more a bizarre epilogue and whilst it's foreshadowed earlier, the pay off feels generally unsatisfying. Perhaps it's because you are a distant catalyst rather than the primary one. Maybe because you have little control over events transpiring, over who lives and dies
depending on this allegiance we have been setting up throughout the game. You're basically the cleaning crew sent in to mob up the villains after they go barmy.


So suggestions for act three? Well I know the general writers adage is “In late, out early” but I feel with this we came in too late and left too early. We miss the political fallout caused by the end of act 2 and jump right in at a point that simply feels forced to begin hitting people. As if the developers (or perhaps the producers? Writers?) were afraid to have us wallow in the plot for more than 30 seconds without being required to kill something.

Then, after we wade into the build up late, lacking the tension and subtlety needed for the plot, we're then dumped out the moment the battle is over, straight into the icy grip of sequel hooks, denying even the most basic sense of closure.

Best Regards
Amitar


P.S. Please let me know if this ventures too close to spoiler territory, I'll do my best to edit it out.

Modifié par Amitar, 04 juin 2011 - 02:07 .


#2390
Daveros

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Just finished my second play through* and I just wanted to share what I find to be almost the biggest immersion breaker in this, and all other, Bioware games. It's got to be the low quality/resolution pre-rendered cut scenes. They stick out like a sore thumb and pull me out of the game immediately.

With the cinematics improving in leaps and bounds with every new release this is really starting to grate. It was bad enough in Jade Empire, but in ME2 and DA2 it just really pulls the quality of the release right down.

If you can do a high-res texture pack, can you please do a high-res cutscene pack? It feels absolutely mandatory. And a patch for previous games wouldn't go amiss, either.

Thanks. :)



*Loved it, by the way. Playing as a rogue was soooooooooo fun! I think every day I find something new to love about the game. It's becoming one of my all time favourites.

Modifié par Daveros, 04 juin 2011 - 03:31 .


#2391
Uccio

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DA2, Couple of pointers: RosaAquafire said most of it well enough though, so I don´t have to write so much.
1. choises: Like many have been pointing out I felt that there were actually no changes of changing the storyline with your choises. I would like to see more root like storylines where each choise can actually take you further and further away from the "normal" ending. I understand that making multiple endings is not possible but even few more would make the game experience awesome.
2. romances: I feel that there should also be a option to "deepen" your relationship with one of the characters you have been having romance with. For example, to have a baby like in the Baldurs Gate (and again another story change, how it affects in the outcome of the game). There should be more possibilities in the romance/relations besides quick fck at some point and kiss before storming into final fight.
3. conversation. Like said the discussion in the middle of combat is not so good idea but I wanted to have possibility to discuss with my team mates more often than when the story would see fit. I would like to see a possibility to have randon discussion possibility even outside the storyline. Like "check that hot chick!" with replies and all depending on current whereabouts.
4. story level: I liked the DA2 story as a more "down to earth" in therm that you would not have to fight in a apocalyptic end battle where planets explode and sht. A "normal" hero in a normal city level was a good choise since in the next episode you do not need bring gods to battle the hero to outmach the previous game.

#2392
JPadinhaT

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 Here's my view:
Re-used maps:  Agree with you there.
Enemy encounters:  When I play, I try not to think about it and it sort of works, unless I'm not in the mood for random battles and I'm killing everything that shows up only to have a entire new wave pop out of nowhere I usually begin screaming NHO.
Rogue-type enemies: Agreed
Linearernessed...uh...Linearreerrr...It feels too one-track minded: I didn't play DA:O, but I do know it was more of a open world kind of game, although I enjoyed the main storyline and some sidequests, there were some parts of the game I only did for the experience in DA2.
The feel: When I first saw Kirkwall I thought I had a vast city to explore. To my disappointment I found out I didn't.
Enemy Deaths: Although I previously stated that I did not play DA:O, I did watch playthroughs and there was nothing more epic then the way you killed a Ogre, here I cast Winter Grasp and the enemy blows up.
(Skipping a few parts)
CPU Interactions:Or the very popular case of the man who spends the entire game waiting for a meeting with the Viscount. At first I found it funny, now whenever he says that I get some sort of murder rage.....
Weather:Would be a nice addition, hard to believe so many years pass by and its always sunny.

So I basically agree with everything said here, now lets talk about the things I did not enjoy much:
Covered in blood in animations: Beginning says it all, I'm talking to someone completely covered in blood, even got blood in my teeth. Maybe the time skips are the parts where Hawke recovers from the trauma.
Elves Look:To be nice here, they look like freaks.
Healing: It felt more like a plus, not a necessity. All I needed was the potions and I was good to go. It's a good thing for those who don't want Anders on their party and aren't playing a mage.

Also, I loved DA2, think it's a great game and I'm gonna buy DA:O soon, the things I said are meant for constructive purposes.

Modifié par JPadinhaT, 05 juin 2011 - 12:30 .


#2393
The_11thDoctor

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My Perfect DA game as simple as possible:

DA2 fighting system without pop in enemies so strategy is allowed
Ability to equip my party with armor/weapons
No recycled maps
All of cast in game (Female Qunari, Female Dwarf)
Great story
Weather(Storms etc that happen thru weather AI director)
Horses
Horses battles
Cloaks
Choices
matter (can say no to quest and not recieve and have to do anyway/ can
save family etc, not fight the person you chose to team up with. Ending
fights Im talking to you DA2...)
Great banter
Great music and ability to custom soundtrack on PS3
Uncharted 2 level of Level design detail or greater for world
Full customization for character with hair styles/ length, body types
World populated like in the Witcher 2 with people/ objects/ plants etc or better
No game breaking glitches
Finishers
At least 2 endings
My bloody Ice Storm spell back!

Last,
for the love of the maker... get rid of your loading!!! any load over 3
sec is TOO LONG! (Have a min load before in the world thats fine, but
once the game is runing and your playing, there should be no loading
EVER!! Half of the game time is loading or more! DA2/DAO) - look at
FF13, Dead Space 2, Uncharted 2 etc
---------------------------------------
DA2 has made me bitter knowing how great it could have been if there was no glitching and more time and effort put in. I thought DA2 was fun when you got into combat and felt the difference from DAO. I didnt feel like fighting was a boring chore anymore. Why head shots made heads explode? Who cares! It was fun! The banter was different with the new party, but when you got Avaline, Isabela and Merril together it's good times.

The detail you started putting into the enviroments with the painting on the walls in Kirkwall and statues helped make Kirkwall a little more belivable. It just needs a lot more. Like more crap populating the world(Trash, fliers, decay, construction, crowds, food stalls, animals, plants, tools, blacksmiths,etc). Go to any city, Town, Village and there is a ton more going on. People doing things, tons of people everywhere etc. Why is there only 1 guard in the streets of Kirkwall at night? Why is everyone standing in the same spot for 10 years? Why is there no changes to any of the people's appearances or clothes? Why do I have no effect on the city? I made donations and nothing changed!

While playing DA2 I couldnt help but feel pulled out of the game since none of my choices mattered. I chose to fight the templars coming after my sister and I couldnt...there were only 2 of them and I alone could have taken them much less my party. I choose not to do the mission of the Qunari escort casue I didnt trust the character giving the mission, but had to take it against my will anyway. I couldnt fight her casue BW said no but made it seem like I could, I tried saving the Qunari, but he either dies or gets kill wether I fight for him or not, I fight both templars and mages no matter what side I choose, I couldnt save anyone in my family, etc. There are too many examples of me having no influence in the game at all but making it seem like I do just to ignore me. Imagine going to a ice cream store and being told you have 20 flavors to choose from, but no matter what you choose, your getting strawberry when you walk out! That was DA2!

Quality Assurance is needed in DA2 badly. Im not sure if there was a patch that fixed the bugs now, but the in box ver. of the game was horrible. Holes in the world everywhere to were you can see under the world, enemies glitching out and not being able to die, your party members stop fighting mid fight wether they died or not, you getting put in endless rape loops by enemies and not being able to die or do anything to get out of the slap loop, bosses not dying, bosses getting stuck, endless regeneration of life and mana for your party during a fight occuring when you were about to die, party member teleporting away from you and not being able to get to the fight, so you have to reload or do the fight with only 3 people, freezing of your system etc. Freezing happened way too often in a game with sparce environments and often for no reason. It happened in fights, in the city, walking, talking, on the map etc...

No romance with Avaline?

No female Qunari or Dwarfs even though you know what they looks like? What happened? We see that beautiful artwork and they're not in the game?

The character models still look extremely dated.

The Armor looks great

No Blizzard spell
No Finishers
No horses/ horse battles
No cloaks
No strategy allowed due to pop in enemies that can appear from anywhere on the map

Enemy scalling is horrible. The player cant train somewhere and get stronger and ever feel they got stronger over time when fighting grunts from the beginning or area they first fought in.

No weather changes in 10 yrs seems stupid to me. Why no changing of seasons or storms ever in 10 years? Would have added some believability to the world...

The darkspawn actually look like something this game

Loot sucked. I fight a boss and end up getting junk most of the time. Fights seem to have no real value to their conclusions. When you never get a rare item or a ton of gold or something cool, but random junk and junk is never valuable.

The skill tree was a nice idea and I like it, but navigating it was a pain for the smaller upgrades. It was fooling with the analog and D-pad to eventually get to the upgrade you've been after for 30 secs...

Why cant all Mages heal anymore?!

Romances need more everything. They suck badly. DAO was better slightly.Why no dates, no conversations anymore, no nothing. Flirt 3 times and a bad dry hump is all the romance is as of now. Sad. Very sad. Would like to see some sort of booster for lovers or somethign as well. Maybe a matching armor set as an idea also. How about L.I. attacks? Like a combo only available after you're together with a member romantically?

Modifié par aang001, 05 juin 2011 - 01:21 .


#2394
MandatoryDenial1

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I have two things that I would like to contribute to Bioware.  

First and I speak only for myself here but you should have never left the warden.  Continuity among sequals is in my opinion important and the decision to go to another character (no matter how well done it may have been) detracted from the story.  Having only played the games you have made and keeping in mind that I have no other perspective to go on, it felt like you guys did this in order to get away from having to deal with the myriad ways in which DA could have ended and "rebooted" the series.  While I am sure this is fine for "expanded" audiences as a loyal customer of Bioware I feel like you guys need to respect my gaming experience to.

Second some of the choices in DA2 really didn't feel "morally grey."  They felt pidgeonhole to a Bethesdaesq in depth with an inevitable damned if you do and damned if you don't scenario.  In the Witcher 2, I made plenty of morally grey choices to.  I could act selfishly  or I could act selflessly.  Both carried with it consequences that I thought were beautifully done and wonderfully implimented.  I would like to see you guys use a bit more rationality with this "morally  grey" choices direction the RPG scene nowadays seems to be stuck on.

Modifié par MandatoryDenial1, 05 juin 2011 - 02:28 .


#2395
shepard 2011

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Dear Bioware               Please continue the excellent  work and ignore all the ignorant ****y naysayers  Dragon Age 2 is amazing. Please make 3 with the exact same combat. I am fairly new to the rpg genre and thanks to this game and the ME series I love it and cant get enough. No other company can compare to the quality and fun and originality of your games. As soon as i complete one i want to play through it again and choice is an important factor for me in games and having different outcomes and decisions makes you take on your role as your character and think about it in your day to day life.I guess I WANT TO SAY THANK YOU and dont change a thing only improve and build upon what you have already. Im 34 and a father of 2 and dont have alot of time for gaming but im finding it very hard to put my controller down anymore. You have many many life long devoted fans and customers and you can count me in as one of them.                         Posted Image                                                                                                                                                                                

#2396
SirEuain

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Purposefully skipping the rest of the thread, so my apologies if I'm less succinct or considered than others on making the same points.

1. Let me be evil, not just a jerk. The best example I can think of is in Origins, where I could sacrifice one nation to create invulnerable shock troops for my army, turn my back upon people in need because I didn't have the time or benefit to save them, and engage in the slaughter of a people because their leader dared to manipulate me. Dragon Age II let me be rude, and occasionally sacrifice individual minions, but by and large I wasn't ever in a position to put the screws to anyone unless they were bad, bad people or of little direct consequence. It comes off as more thuggish than evil in this light, and given the frame device, it'd have been nice if Hawke was actually capable of being as bad as Cassandra thought.

2. Do not make blood magic a major part of the plot unless the player's dabbling in blood magic has an impact. Origins had something of an excuse in that the Grey Warden had cart blanche in its use, and that blood magic was only really an issue in a single portion of the game. Dragon Age II has blood magic as a major concern, but everyone just ignores Hawke's open use of it, even as Hawke condemns dozens or hundreds when they use it. While I can understand not wanting to include dialogue or quests available to only one class specialization, Origins had the similarly-corrupt reaver specialization for fighters. Creating one for rogues, too, would allow further exploration of this without sacrificing undue amount of time for writing and coding.

3. The boss with the most screentime and characterization should probably be the final or near-final boss, rather than one midway through the game. The final two bosses' behavior and betrayals meant little because I never knew either of them very well, and their motives were sketchy at best. In contrast, Act II's boss was so well-developed that I regretted the confrontation and subsequent death/departure of the character. While this was probably somewhat intentional, it had the effect of feeling more climactic than the actual final bosses of the game.

4. Please, work on greater variety in personality between companions. While I don't mind that Varric and Isabela overlapped in personality traits, given the quality of their banter, the three emo band of Merrill, Anders, and Fenris suffers terribly when the latter two characters differ primarily in that they both come at the same exact issue from diametrically opposed perspectives. Fenris in particular has this as a problem, as his hatred of mages, while plausible, isn't a tenth as interesting as Carver's mixed feelings growing more pronounced over the game. Similarly, Aveline and Sebastien both act like duty-bound types, but Aveline's side quest shows incredible humor and humanity, whereas Sebastien's -- Isabela's jaw-drop aside -- is pretty much a stock sidequest that we've seen done to the point of cliche. The primary barrier I have in multiple runs in DA 2 as opposed to Origins is that I feel almost no compulsion to have anyone in my party other than some combination of Hawke's sibling, Aveline, Merrill, Varric, and Isabela. These are the only characters who felt like they had enough care put into them in their side quests that I wanted to see what they were like outside them.

5. Don't bury major plot elements and explanations in side quests. One companion's corruption, as well as that of both final bosses, is heavily implied to be indirectly tied to some notes left in the corners of the game. That's an interesting possibility worth exploring, but if I didn't have a guide book, these would feel like random elements instead of something foreshadowed.

6. Finally, if the game features story arcs, each of them needs to have full detail and support. DA:O had three: survival in the very brief act 1, a measure of strategic politicking and army-building in act 2, and a war in act 3, all very well done. DA2 had the somewhat muddled escape and establishment in act 1, a very strong act 2 build-up, and then an act 3 relying almost entirely upon characters Hawke barely knows. This had the effect of making act 1's arc feel random (so much going on that had little to do directly with its closure, and the closure of that act saying that it was important, but lacking much beyond personal emphasis for one or two companions and a brief recall in act 3 that feels disjointed and out of nowhere). It also had the unfortunate angle that act 3 felt like Hawke's actions in both previous acts were virtually futile, and that Hawke's supposed political immunity as Champion of Kirkwall was more down to a trick of politics than to anything the player did, especially as it doesn't survive long in this act. Worse, virtually everything done in act 3 comes off as having been made deliberately futile: both factions may have been intended to have good points along with bad, but the bad points seem all that' remain, and Hawke's victory is pyrrhic at best anyway. DA2 was pitched as Hawke's rise to power, but act 1 portrays Hawke as a blatant mercenary who got lucky, and act 3 seems to be dedicated to dethroning Hawke, rather than setting Hawke up to be the capable threat or leader Cassandra claims.

#2397
OSUfan12121

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The game was OK. It certainly didnt live up to being the sequel to DA:O at all though. Some of the things that were wrong was:

Reused dungeons EVERYWHERE. Why do I use the same entrance that I got into a house for a totally different area later in the game?

The decesions you made well there really wasn't any. In DA:O you had multiple paths on how you could finish any given main quest. In DA2 you get about 3 choices thru the whole game, and they really have no affect on the outcome except for the final choice.

Being stuck in the same areas is not fun. DA:O had multiple diverse areas that you got to go to, from the mines to the forest to the circle. DA2 has Kirkwall and more Kirkwall with the occasional visit to the coast or mountain.

Time doesn't affect anything. This game is supposed to span 8 years right? Well why are the characters in the same place, wearing the same thing, every year? Fenris hasnt even cleaned up the corpses in his mansion. If your going to make a game span almost a decade then at least have time come into effect at some point.

Combat needs to be fixed badly. In DA:O you could prepare for fights by scouting ahead and knowing what was coming. In DA2 you can come up to a fight and you have no clue which skills you should use when because enemies just appear. I got to the point where I'd just send my tank in and have my archer plink off some small enemies until more showed up so i wouldnt waste any skills. Also why do enemies explode when i barely tap them?

Conversation system is terrible. In DA:O you had tons of lines of dialogue between companions. Everytime you went to camp you could talk to someone and depending on what you just did most had something to say no matter what. In DA:A you took away some of the control and made it so you could only talk at the home base and out on mission with interactable objects which took away a lot of the fun of having companions. DA2 takes DA:A system and doesnt expand. Your still stuck waiting for your companions to have something to say at their home and you cant speak to them even if you really want to.

Lastly more customization. Players should be able to customize our companions as we see fit. Why can't i give this awesome armor to Aveline well its because it would clash with her wadrobe. I understand you want characters to look different but give us some control over what we put on them. Give us differemt armor that we can equip them with. Make it so the armor has different stats and some may be more desireable for certain situations then others.

#2398
Uccio

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One more thing. Please do not make another main character, Let me play the DA3 or the dlc with the ones I already have. It is a pain in the ass to have a character build up after days of gaming with your own relations etc. and then see how all that work is brushed aside in the new game with again clean new character to work with. I REALLY want to continue playing with my Hawke or Warden and have my important companions in the third game or dlc.

#2399
Salaya

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After completing my first playtrhough as a mage, and trying to start a new one as a rogue, I think I have enough experience with the game for giving a neat opinion (Ill do my best with english; its not my native language). 

Let's start with the general impression.

 I have read many bad reviews here, and Im afraid I share most of the complains written. When I saw the final cutscene and realized that was indeed the end of game... well. Im afraid I felt disappointed. Almost every aspect of the game feels pretty low compared to Origins -and I mean the word; its not that every aspect of the game is bad, its just that feels worse thanthe original. I liked the combat system, the setting, and the story. But all those three aspects are merely good, and unfortunatelly, with some serious flaws on them.

Gameplay

The fast paced idea for combat is great. At the first moments with the game, it even felt better than origins. But after some battles, it shows his true nature: most of the animations are extremely exaggerated, and some details like the sumptuos choreographies feel anwkard. I didnt like them at all -sometimes even affect gameplay as they cant be cancelled! I have lost the track of times I have been killed just because my mage was finishing her combo. The mage using the staff like some kind of ninja-shotgun, for example, really killed the mood for me. But again: the idea is great, and most of the time it was fun to engage combat.

I cant say the same of another critical aspect of the combat system: the waves. Im sorry Bioware, but I think it is the worse element of the gameplay. Maybe its just me, but I felt very frustrated and bored as I advanced. All the combats are exactly the same! Seeing hordes of bad guys appearing and reappering... well, it really annoyed me. 

I would be very happy to see the fast paced element on DA3. But merged with the tactical approach of Origins, and his normal groups of not "waved" bad guys :)

Another big disappoint for me is the absence of skills and non-combat abilities. I know you have tried to implement dialog skills with a different perspective, but Im afraid that it does not work properly. The non-combat face of the western-rpgs its half of the fun. Why did you have removed it so drastically? I hope it comes back for DA3. At least, persuade and intimidate skills. The ones that urged you to spend points on them to be effective.

That said, there are some other little details that ruined my experience. Like the extremely simplified version of secondary quests. Or the carts blocking my way to caves. Those little things that shined on Origins, the attention to details (things that maybe are not crucial, but add to the final impression)

So, to summarize:

+ Fast paced combat

- Combat animations (very exaggerated; cant be cancelled)
- Wave system
- Non-combat skills absent
- Simplified quests

History and dialog

Its obvious that you have tried to show us a different roleplaying-plot, with original and not so cliched events. There are lots of magnificent ideas in DAII's plot: rise from nothing to nobility, political conflicts, moral choices... an appealing scenario with great potential. But, when it comes to action... well, I cant say its well executed. 

The feel of "rising to power" is almost inexistent due to the absence of any true changes in Kirkwall. During ALL the game,the city looks and shows ALWAYS the same things. Except for some interesting details (a curious statue in the docks :) ) I never had the impression that I was climbing to power. I was just doing errands in a dead city and suddenly became important. The blackouts from act to act didnt help either.

Without pointing specific events, I must say that climatic instances are poorly resolved. Too many unavoidable effects, from critical deaths to absurd reactions (yes, I mean Orsino; I would also add Meredith to the lot). I want much more control over history, more control over my companions... and the option to reach diplomatic solutions. Act 3, in this regard, seems horrible to me.

The dialog wheel was another big disappointment. Those icons showing reactions killed my inmersion. I dont want to select dialog choices knowing what will happen, it kills all the gameplay value to the dialogs! I love Mass Effect, and I think the dialog wheel fits nice in there... but in Dragon Age it seems out of place. And the fact that there arent almost any chances to avoid battles or find alternatives made all the thing even worse. 

Saying that, I really liked the companions, and the dialogue with them. Its a shame we do not have the chance to talk whenever we want. I think you did a great job with Aveline and Varric. Also Merrill :) 

+ Great companions, with interesting personalities
+ Very interesting plot...

- ... but poorly executed
- The outcome of every climatic instance is always the same
- Oversimplified dialogs
- No persuasion or alternatives to fights (very few exceptions)

Art and graphics

The changes over art direction are surprising. I must say it was a brave decision, but the results, for me, are highly irregular. 

I like the new design for the qunari. I think it reflects perfectly the idea behind them, and makes much more sense. Kirkwall an the free marches feel very different from Ferelden, in a good way. I like the ambience and history behind the city -the statues and the recurrent image of the slaves depicted on walls. On the other hand, I think much more effort could have been done to make that idea prettier. Sometimes, the secluded space of places and streets remind me of Neverwinter.

I cant say the same for Elves. The new design is terrible. They look extremely ugly and thin, as if all of them were sick. I suppose it has some sense given their history, but it does not make sense when it comes to their "famed" beauty. I think minor, subtle changes would have been much better than those ugly noses. 

The same for the new Flemeth. I think you have gone too far with the hair and that...uhm, body. Most interesting part of that character was her trivial appearance. Now is just a villain with some kind of exaggerated outfit and hair, like some kind of over-powered japanese rpg bad guy.

I wont say anything about re-used maps, since it has been discused lots of times, and Im sure the developers knew they were just screwing that up. Ill only say that it was as horrible as the wave system.

In a more technical level, I really appreciate the effort. The new face expresions and high-res textures look great :)

+ Good ambience
+ Technically much better than Origins
+ New qunari design

- New elves design
- New Flemeth design
- Re-used maps

Conclusion

I liked DA 2, but did not engage me as Origins did. And I found too many flaws and bad gameplay decisions. Its a good action-RPG game... but not as good as pure RPG Origins was. 

I dont mind changes. At first I was terrified with Mass Effect 2... but after an hour, it was clear to me that all changes were for the better, and also that every aspect of the gameplay was extremely worked to detail. With DA2, the changes do not fit well, and lots of details were left without polish. 

For personal reasons, I would prefer that you keep a more traditional perspective for DA3, but if thats not possible, at least put more effort to make the changes fit correctly. 

So if I had to give a score to DA2:

6/10

Modifié par Salaya, 05 juin 2011 - 07:38 .


#2400
StartOrange

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I only got a few things to say:

The fact that ones relationship couldn't change after you've maxed it was one of the simplest changes one could make, yet it was beyond awesome.

Also I wanted to comment of the family part:

While you didn't get to keep them I think the family thing was very well executed and is something I wish you'd bring back in more games. Whether it was comforting Bethany, bickering with Carver or having a talk with your mother, it all felt spot on. It did feel like you were a bit... cautious with it though. It was great, but it could have been wtfh4xximba. Please, explore it more! I have to say though: When your mother died was probably the most moving scene I've ever experienced in a computer game or movie. Ever.

Was a fantastic game and a joy to play. Looking forward to more in the future! :)

Modifié par StartOrange, 05 juin 2011 - 10:05 .