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#2401
neppakyo

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StartOrange wrote...

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.


Oh god.. it was one of the worst parts of the game. Very little interaction with them. Your introduction to them ends up in a single person smear on an ogres foot. Through out the whole game hawkes family were strangers, and that corpses bride scene made me burst out laughing in disbelief. Stupidest thing I have ever seen. No. Not done well at all.

Now the qunari in Act II, that was done well. The best part in DA2, and most enjoyable.

Modifié par neppakyo, 05 juin 2011 - 10:19 .


#2402
erynnar

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neppakyo wrote...

StartOrange wrote...

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.


Oh god.. it was one of the worst parts of the game. Very little interaction with them. Your introduction to them ends up in a single person smear on an ogres foot. Through out the whole game hawkes family were strangers, and that corpses bride scene made me burst out laughing in disbelief. Stupidest thing I have ever saw. No. Not done well at all.

Now the qunari in Act II, that was done well. The best part in DA2, and most enjoyable.


This^, Sorry. Never really felt close to them. Not like in DAO, which surprised me. I think it was due to no back history with them? You didn't get to spend time in the home with them. I was just put into battle in the demo at the beginning. Then I was running down a Martian landscape with a group of strangers, one of whom I had met right before my character was created and for all of five minutes. Bonding, was lacking. EEP!:crying:

Act 2 was more fun fo rme too. Except the Benny HIll theme song while I ran away from the Arishok. That was just funny, but ouchies if he caught me.:blink::D

#2403
BeefoTheBold

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neppakyo wrote...

StartOrange wrote...

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.


Oh god.. it was one of the worst parts of the game. Very little interaction with them. Your introduction to them ends up in a single person smear on an ogres foot. Through out the whole game hawkes family were strangers, and that corpses bride scene made me burst out laughing in disbelief. Stupidest thing I have ever seen. No. Not done well at all.

Now the qunari in Act II, that was done well. The best part in DA2, and most enjoyable.


Yeah, I agree. I had no real emotional attachment to my family.

I think the issue is that Bioware "told" rather than "showed" on this. We are told that they're a family and some of the backstory of their history in Lothering and how the siblings used to interact, but aside from a couple of very quick sequences, the entire family is filled with strangers and we're very rarely SHOWN the kind of moments that make them a family.

The game never really gives you any time to grow attached to them before bad things happen to them and therefore the impact of those bad things doesn't touch the player on an emotional level. Your brother gets squished by an Ogre in the first five minutes? Um...okay, well, I guess that sucks. Kinda. But it isn't like I knew him or anything.

Maybe HAWKE knew him and grieves, but since *I* didn't all it did was create additional separation from my identifying as BEING Hawke because I couldn't feel the same emotions as he was displaying as events were unfolding. This set a poor tone for the game right from the start because it almost immediately shattered the player's identification with the protagonist.

Modifié par BeefoTheBold, 05 juin 2011 - 10:29 .


#2404
DreGregoire

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StartOrange wrote...

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 was great...  Please, explore it more! 


Having the chance to travel with family and having them remain with me in Kirkwall made the game feel much more grounded and enjoyable to me. I thoroughly enjoyed all the interactions and quests related to them. And I agree that the scene about mother was so over the top that it had a profound effect on me as well, as a player and as Hawke. I deleted what happened to mother from my quote of your post because this is in the no spoiler section.

#2405
DragonRageGT

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erynnar wrote...

neppakyo wrote...

StartOrange wrote...

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.


Oh god.. it was one of the worst parts of the game. Very little interaction with them. Your introduction to them ends up in a single person smear on an ogres foot. Through out the whole game hawkes family were strangers, and that corpses bride scene made me burst out laughing in disbelief. Stupidest thing I have ever saw. No. Not done well at all.

Now the qunari in Act II, that was done well. The best part in DA2, and most enjoyable.


This^, Sorry. Never really felt close to them. Not like in DAO, which surprised me. I think it was due to no back history with them? You didn't get to spend time in the home with them. I was just put into battle in the demo at the beginning. Then I was running down a Martian landscape with a group of strangers, one of whom I had met right before my character was created and for all of five minutes. Bonding, was lacking. EEP!:crying:

Act 2 was more fun fo rme too. Except the Benny HIll theme song while I ran away from the Arishok. That was just funny, but ouchies if he caught me.:blink::D


This #2!

The only scene I actually felt anything in DA2, other than laughing my ass off with the Frankenstein's Bride, is the one at the 3m20secs in this vid:

Posted Image

Dragon Age 2 - Apocalypto Posted Image

After I stopped laughing with the Montezuma hat, that is!

Modifié par RageGT, 05 juin 2011 - 10:33 .


#2406
Wintersbreath

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I apologize if any of the below had been posted before.

Characters: I absolutely love, with the exception of Anders, every single one of my companions!

Plot:
I liked the plot and all but it feels to me that at many points, the story was stretched  thin. It was like I have forgotten what I'm supposd to do. I suppose it happens in life, though. Anyways, I feel that it is not engaging enough. The reused dungeons did not help. When this is lacking, I turned my attention to the characters and I finding the relationship between them lacking as well. If this is like what someone had said, that DA2 is merely a prologue to DA3, then it would be fine.

The relationship with companions: Not big enough, as it is supposed to be, to me anyway. The characters are great but there are still a lot potential to develop further. There is not enough interactions between
the companions and Hawke. Everything is split in chapters and then we get small "catching-up" talks? What does this imply? That they only meet every few six months? Also, I feel that there's not enough banter between the
companions and between Hawke and the companions. The frequency of these banters should also be triggered more often, not to make it repetitive but so that we can cover every single banter. (I didn't like Isabela's
threat about balls I read on the DA Wiki but it's really in-character.) I would also have loved some more variations in the banter between the NPCs and Hawke as well as the companions. (For example, Fenris snapping at Gamlen for his comments on the MHawke x Fenris relationship.)

Romance: So far, I have only the time and incentives for one playthrough and I romanced Fenris. He's agreat character and all but being a mage, I find it strange that he's not a bit at odds with that. I was hoping that as his lover I might be able to change Fenris' view on mages, or perhaps Bethany would, if I wasn't a mage.There had been instances in the game when this topic was brought up but sadly, it wasn't further developed. As a result, I felt
that something is missing when I chose to side with the mages at the final battle - Fenris made several comments and stayed silent. Anyway, the romance was not satisfactory to me. It didn't feel like I was in a
romance. It was like an on-and-off thing for us. There was no explanation why Fenris had this hankerchief tied to his wrist. (Did he steal it?) I understand that this is not a dating sim, but it doesn't feel consistent for me. I'm always hoping for more.

The looks: The male body mesh looks great at the front and at the back but not sideways. The female one looked a bit strange. The costumes for mages aren't really that good.. It is neccessary that all mages be covered up top to bottom with such thick robes? I appreciate the changes made to the elves as racial differences to the humans. But I dislike how thin everyone of them are. They would be less likely to be able to get as big as humans, maybe but I'd like to see that the male elven companions to be more muscular, like Hawke, and the females not anorexic.

Suggestions
1. Flesh out the romances: add more scenes,more lines. For example, for MHawke and Fenris, let me choose how we go to bed each time? I wouldn't go into details here...
2. More banter! Perhaps an option regarding the frequency of banters. I'd max them out.
-Let companions and NPCs rush/drive the PC to do quests.
-Reactions from NPCs to quests and the results
3.
First name: let some characters call Hawke by his/her first name if it doesn't affect their personalities. I don't know how this could be done but maybe by implementing a phonetics system. If a name is incorrectly pronounced and annoys the player to no end, thenlet the player choose toswitch off this feature.
4. When Hawke falls in battle, I would have expected some one to notice. At least Fenris should have shouted something.
5. (No reused dungeons)
6. Further character customization. e.g. height, build sliders. I'd also like to see more changes to the companions like visible assessories. I love how your LI changes his/her clothes after you romanced him/her.
7. Better looking armor and robes, with some modern twists.

DA3
Faces: I hope that we would be able to make changes to the Warden's and Hawke's appearances in DA3. Import, yes, but make a few adjustments, ideally there would be greater character customization then. Or maybe let us import one from a character creator. I've seen some really good-looking Hawkes out there and I myself couldn't really make it happen. What about mods we used to alter the companions' faces? Incidentally, I've used the realistic body mods and face replacement mod, for my MElf Warden to make him Soris' twin.
I would really love to see every companion from DAO and DA2 in DA3
together. Please, not just cameos. Please also explain what
circumstances split up the Hawke company. I'm expecting that at least the romances will be stuck together.
Now that I have seen DAO and DA2, I'm expecting much more (epic)  from DA3 in terms of the plot, setting and the characters. What becomes of the companions in DAO and DA2? What of Morrigan and Flemeth? What about NPC relationships established in both DAO and DA2.

EDIT (Nov 2011): I've read a lot about the romance thing around the forum and some people seems to be rejecting the implementation of deeper romantic relationships because it would make DA less of a RPG. I'd just add that including romance but not going through with is really... bad. It does not matter to me if it goes a little into dating sim territory. If this so-called dating sim territory and DA are mutually exclusive, why don't you also remove all options on companion-Hawke relationships and replace them with default cutscenes? That would make DA a non-social sim game and DA would become a "pure" RPG then.

Modifié par nyankuro, 14 novembre 2011 - 08:56 .


#2407
baygull

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Things done well in DAII:
  • Voiced Protagonist: Conversations are much more dynamic and active than they would be without voiced lines.
  • Ability web implementation: The web-style progression of abilities is intuitive and organic. While it does require taking many less-desirable abilities to unlock the more powerful ones, this cost balances abilities and makes more sense than a linear progression.
  • Ability Balance: Though I have not fully explored all of the abilities, those that I have seen are useful and balanced. There are no must-have abilities, nor any useless ones.
  • Difficulty/scaling: I have played DAII consistently on Hard difficulty except for some of the more difficult boss fights, during which I had to turn down to Normal. This means that the game is capable of providing a constant challenge rather than being mind-numbingly easy or hopelessly difficult.
  • Aesthetics: DAII's engine is pretty, though this comes from a person who had no complaints with DA:O's. I approve of the new looks of the races and Flemeth. The new appearances successfully capture and portray the characters/races. (Constructive enough yet?)
Things I wish I had seen in DAII:
  • Companion dialogue: The companion dialogue in DAII comes in short bursts prompted by the journal. I am sad to see the absence of the long fireside conversations of DA:O. The Awakenings-born system of companion dialogue induced by plot developments or activated objects metes out dialogue and demands that the player enjoy it. The original game's system of requiring the player to discover companion dialogue allows the player to enjoy the quality of the writing and voice acting at her own pace.
  • CC Abilities: A small concern. Crowd control abilities feel sparse and underpowered in DAII. Perhaps it is best that they are so to preserve balance.
  • Dialogue emoticons: DAII's implementation of the dialogue wheel seems to oversimplify dialogue. I personally appreciate that DA:O does not make the outcome of all dialogue choices immediately apparent. I understand that it may be impossible to perfect a dialogue system that balances the paraphrasing necessary for a voiced protagonist, varied responses, and clarity of intent of each line. I further understand the difficulty of attempting to satisfy the conflicting desires of your many fans when I, one fan, cannot decide what I want in such a system. My only advice to you, BioWare, is to keep trying new things.
  • Unable to adequately name this element, I will attempt to describe it with an anecdote: During the ACT II quest, "Forbidden Knowledge", a new interior becomes accessible on Sundermount. The entrance is called "Recently Opened Passage" and the interior is called "Abandoned Thaig". In another instance, a quest leads Hawke to a ruin harboring a child murderer. These ruins - which should be rare and therefore special - lack any narrative background. Pardon the comparison to DA:O, but in the original game, a zone as special as a thaig would have plot significance or at least a name and story, even if only delivered through codex entries. It is to this sense of the special becoming mundane, of the cheapening of lore and consequent realization of the emptiness that is suspension of disbelief that I refer. Only in part is this due to the reuse of environment. The lack of narrative depth contributes to the strain on suspension of disbelief.
I hope that my extensive negative response has not discouraged you, BioWare. By all means, I have enjoyed DAII considerably. Even so, DAII feels as if it was created by accountants whereas DA:O possesses passion and soul born of deep narrative and attention to detail. I simply nurse a faint wisp of a hope that my opinion will matter to you and that perhaps DA3 can redeem what in my eyes was a failure of DAII to live up to the standards of DA:O.



#2408
Dunbrae

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I have mostly avoided these boards, primarily because I so strongly disagree with the sentiment that DA2 was not an enjoyable game and grow tired of people constantly saying that it was.  I had a great time with it, and that's enough for me.  I honestly think a lot of people (on the Internet, at least) had have a thing against DA2 since prior to its release, and that this has led to an excessive and unfair focus on the game's faults.  (E.g. the hysteria over a voiced protagonist doesn't make any sense to me.  Both male and female Hawkes were great, and I always thought the conversations involving silent protagonists sounded silly, with all the gaps of silence in between other people talking.)

Anyway, since Bioware employees have said they're reading this thread, I just wanted to say that there are plenty of people who, while much less vocal than others, greatly enjoyed this game.  The combat was much more exciting than that of Origins.  I thought the skill trees were great.  I was pleased that the plot was not about saving the world.  I was stunned by Bethany's death in the Deep Roads.  Unlike the poster(s) above, I was moved by Leandra's death.  I was so happy to see more attention to detail in the characters' appearance, especially the armor (so much better than Origins' armor!).  And yes, I was happy to hit a button and have something awesome happen.  I don't know why people use that as a negative.  I want to play a game that has awesome things happen.  Having not-awesome things happen is called day-to-day life.

I also enjoyed the length.  When I was younger, I got a kick out of those 60-100 hour RPGs.  But I have a job and a family.  I don't have that kind of time to sink into one playthrough.  I appreciate that the game ended before it felt "too long."  I thought the length of quests was done well.  (For example, Orzammar was too long in DAO.)  And I appreciate the much shorter trip into the Fade!

My only gripe with DA2, and it was surprisingly minor, was over the re-used maps.  But honestly, it didn't bother me much, because I really enjoyed the artistic direction of those maps (and the game in general).  I suppose if I wanted to nitpick, I'd have rather seen less (or no) "junk," since that stuff just clutters your inventory and could have just been replaced with money.  But not a big deal.

The biggest gripe I've had with the Dragon Age franchise (and so far this doesn't really apply to DA2, at least not yet), is with the DLC.  Mostly, it's been too short for the price.  I'd much rather see full expansions than smaller DLC missions.

Overall, though, when DA2 came out, I couldn't tear myself away from the computer.  And that's a sign of a really good game.  So, Bioware, thank you!

#2409
Neowiz

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One thing Bioware should definetely change are the subtittles.

I am not a native english speaker, so I play the game in Spanish and with subtittles. And those are on the top of the screen above the cutscene and reading from above makes me get very unconfortable. I feel like my eyes are forced or something like that. Maybe because I try to watch the movements of the scene and read at the same time. Curious because If I read the subtittles on the bottom of the screen I feel really confortable. Weird indeed, but I am pretty sure I am not the only one who feels this.

Modifié par Neowiz, 06 juin 2011 - 01:44 .


#2410
Daveros

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Dunbrae wrote...

I have mostly avoided these boards, primarily because I so strongly disagree with the sentiment that DA2 was not an enjoyable game and grow tired of people constantly saying that it was.  I had a great time with it, and that's enough for me.  I honestly think a lot of people (on the Internet, at least) had have a thing against DA2 since prior to its release, and that this has led to an excessive and unfair focus on the game's faults.  (E.g. the hysteria over a voiced protagonist doesn't make any sense to me.  Both male and female Hawkes were great, and I always thought the conversations involving silent protagonists sounded silly, with all the gaps of silence in between other people talking.)

Anyway, since Bioware employees have said they're reading this thread, I just wanted to say that there are plenty of people who, while much less vocal than others, greatly enjoyed this game.  The combat was much more exciting than that of Origins.  I thought the skill trees were great.  I was pleased that the plot was not about saving the world.  I was stunned by Bethany's death in the Deep Roads.  Unlike the poster(s) above, I was moved by Leandra's death.  I was so happy to see more attention to detail in the characters' appearance, especially the armor (so much better than Origins' armor!).  And yes, I was happy to hit a button and have something awesome happen.  I don't know why people use that as a negative.  I want to play a game that has awesome things happen.  Having not-awesome things happen is called day-to-day life.

I also enjoyed the length.  When I was younger, I got a kick out of those 60-100 hour RPGs.  But I have a job and a family.  I don't have that kind of time to sink into one playthrough.  I appreciate that the game ended before it felt "too long."  I thought the length of quests was done well.  (For example, Orzammar was too long in DAO.)  And I appreciate the much shorter trip into the Fade!

My only gripe with DA2, and it was surprisingly minor, was over the re-used maps.  But honestly, it didn't bother me much, because I really enjoyed the artistic direction of those maps (and the game in general).  I suppose if I wanted to nitpick, I'd have rather seen less (or no) "junk," since that stuff just clutters your inventory and could have just been replaced with money.  But not a big deal.

The biggest gripe I've had with the Dragon Age franchise (and so far this doesn't really apply to DA2, at least not yet), is with the DLC.  Mostly, it's been too short for the price.  I'd much rather see full expansions than smaller DLC missions.

Overall, though, when DA2 came out, I couldn't tear myself away from the computer.  And that's a sign of a really good game.  So, Bioware, thank you!

Wonderful post. I absolutely agree.:)

#2411
Guest_LuckyIronAxe_*

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"The Good"

+ Companions Getting a Life: I love how the companions are starting to interact with each other more. Example: Anders will be at The Hanged Man hanging out with Varric, swapping stories and just chilling. It's good to see Bioware programming lives for our precious companions outside of fallowing the main character as he proceeds on his/her quest.

+ New Art Direction: Let's face it, Origins looked very similar to pretty much any RPG at the time, the new art direction gives DA2 a vary distinctive look.

+ Companion Skill Tree's: This gave companions a very different feel in combat. Sebastian and Varric played very differently and it made both characters even more special. In Origins, Sten and Oghren are basically the same character in combat, both were heavy two hander fighters who started off with the same talents and couldn't diversify very well.

+ A Living, Breathing Family: It was very nice for once to have my family be an important part of my gaming experience. Too many times the character's family are nothing more then "Red Shirts" who's only purpose is to speed the protagonist on his heroes journey due to their deaths.

+ Carver: It had to be said because how much I love this guy, easily one of the NPC's of all time.

"The Bad"

- Dialoge Wheel: This function really threw a monkey wrench in DA2's replayability for me. In Origins, you have so many dialogue options for you character to choose, roleplaying was much more open, were you the coward who finds his courage or the punk who got some humility beat into him due to the tragic loss of your home and status? But now the Dialogue wheel restricts you to "Boy Scout", "Smartass", and "Bastard".

- Plot Only Companion Interaction: I don't like how I have to wait for the next act and/or companion quest to talk to my friends.

- Action/Hack&Slash > RPG: I know this has been said time and time again, but I feel like it needs to be said again. It was my belief that Dragon Age was going to be a throw back to the RPG roots of Bioware, why is it then that we are moving away from those roots in the sequel?

#2412
Nightdragon8

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First and foremost I would like to say Great game. I love the idea of living though your decisions in the world.

While in DAO you really didn't get a sense of anything you do and how it will effect everything. Even the Epilogue was alittle hallow at times.

Another thing is that I have always had a complaint about is Bioware hairstyles. From KOTOR to DA2 and Mass effect 2 we need more hairstyles. Why don't we have pony tailed choices for both men and women. This is something like the middle ages we are talking about in DA universe.  I can let the Mass effect universe slide on it because you are military and they are abit strict on how long you hair can get.

I agree with everyone else in that the re use of the maps was tough. I think the reason you got away with it in DAO (trust me there are quite a few reused maps) is that in DAO you don't always enter a map the same way, or never get to be on the other part of the map. Also imo all the maps in DA2 felt alittle claustrophobic. I think that was the real issue. 

I mean Redclife you get on top of the hill and you can see the town and the surrounding area. In DAO it felt you spent most of your time outside. Or maybe it was because you spend so much time in the deeproads that you end up liking the outside alot more.  Plus it seemed that DAO had more options for locations. Alot of it was Unique. LIke the Circle in both there maps and looks, then you have the castle, having 2 different feels, the dungeon and the main floors.

As for the family aspect I don't really feel the connection in either of them. What about the Orgin of the dalish you really don't get to spend much time with him and he dies so you don't get to feel the connection there. And in reality, in at least DA2 you get to spend time with your sibling unlike in DAO you talk to him for like 5 mins then a few lines agian at the END of the game. (I mean really you can spend time informing other people of there loved ones death and you can't even try to look for your own brother. (which in theory could even help you with your quest against Logain and Howle.))

I do agree not being able to have a convo with your compains was a letdown in DA2. I ended up liking it in DAO the first 2 playthoughs (i just can't bring myself to be mean to people... ) Also while on the topic your LI now I accutly liked the fact that you could "Sleep" with them muliti times during a playthough and really get to know them personality wise. Also it seemed liner in the convo because you really couldn't make a bad choice about the worse that could happen was they start to dislike you. While in DAO They could outright leave your party.

I mean really who doesn't want to talk to Varric more i mean seriously I love the guy. Heck I wouldn't mind listening to his stories. I mean Lilanias stories where good granted more religious in tone but not preachy.

The banter was good, Story was good. Tho I agree the Arashok fight was...  way too much running away for its own good.

Honestly I like the "death blows" of DAO. I mean they where bloody and messy and looked awsome. The explodey bad guys because of an arrow... yea...  does people in DA univrse have an explode when hit button?? Also I have to agree with people about the darkspawn, in DAO they look better IMO and it fits the lore behind them. Considering the race relations to them.

So to sum it all up in a quick to read version is this.

Likes
Story
Charcters
Models (expect darkspawn)
Voices
Fighting (expect for below)

Dislikes
Overused maps. Too closed in

No real interaction with companions outside of quests (I mean even Mass effect 1&2 had that) Now that i think about it all other Bioware games had this so why was it removed in DA2??

Explodey badguys without a good reason. Just because I "slice" into someone shouldn't make them blow up, (fireballs or telekentics I understand) but everything else no...

Lack of animated deathblows. I mean I really did like the slowmoe killing of the Ogers or Dragons (tho the dragon one did seem alittle unreal too much thrashing and too maybe pointy places to not get at least seriously injured because of it.. (if anything should be toggle-able) I also liked the other killing blows in DAO They just needed to and them for the archer and it would have been prefect. (oo like if badguy near a wall have them stick to the wall, yes yes Dark messiah like)

Modifié par Nightdragon8, 06 juin 2011 - 10:39 .


#2413
MaliceDelight

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I think the problem is how incredibly high the bar is set for Bioware products. I'll explain:

Much like when you buy a Lamborghini (or Ferrari/Bugatti or whatever car tickles your fancy) you have a certain expectation of whats gonna be brought to the table when you make your purchase. So, when you make that purchase get it home and sit in the cockpit per say...and you realize what your driving isn't your car of choice but a Toyota camry (or any other average eco car of your choice) fans get upset. Yes its still nice, and has some features you like and its definitly more then accomodating, but at the end of the day, theres a Camry sitting in your driveway not a Countach.

After spending alot of time in the forums its clear that Bioware does care about its customers and is trying to walk that fine line of doing right by the customers and right by the parent company (EA) at the same time. All in all, this is close to a near impossible task. Im a musician (albeit not famous haha) and if someone told me i have to write a song about X. I could spend lets say..5 years writing that one song and it could be the most inspirational beautiful ballad of all time, however. If at the record company and producer gave me deadlines i had to meet per verse... i would never turn out such a product.

My thoughts are that EA gets alot of guff from these forums because of that. Also because they have a somewhat tarnished reputation ever since the induction of Sims DLC (ie $10 for a different color digital shirt). They milked that cow dry and now every single time anything happens, people here (there and everywhere) are ready to rage about it and yell at bioware staff. I don't know exactally what happens behind the scenes in regards to DLC for DA but i'd like to give them the benifit of the doubt. People are always yelling about day 1 DLC.... now lets think for a second. We have 2 choices of how this could be.

1.) EA purposefully took a pretty big chunk out of the game (though it can be lived without) so they could ring out more money out of customers.
or
2. ) There actually is a grace period between completeing the game and putting it on shelves where more dev can take place. Then it is advertised on the same day of release. 

I'd like to say 2 is the more logical answer, however i don't intend to proclaim it as fact. In the future it should be like DA2 where if you preorder and they come out with more content, its free digital download. Otherwise no matter what you say people will be crying fowl saying #1 is the reason.

Dragon Age 2 was an ok game in my books. Much like the Ferrari i spoke of earlier, it simply feels like a Pontiac Fiero with a body kit on it. Sure it looks fast as hell... but it still only has <150hp stock.

The game seemed to lack the sense of adventure most gamers crave. The playthrough wasn't at all like the original. Origins had me sitting at work waiting to get home to dive back in. When "oh i'll only play for an hour" turns into me saying "oh god, i have work in 4 hours" is the product of an unbelieveable game. I mostly found myself saying... well... just a couple more rounds of CoD and i'll pop it in then end up going to sleep instead. I enjoyed it, but like most of the community feel like it catered to idiots (i'll probly get flamed for that). You took away my mystery and adventure and gave me "hit X until cooldowns are up" While if published by any other company people would herald it as the game of the century. When your known for making the best...then something "sub-par" by the community standards gets passed through and you slap the label "Dragon Age" on it people dont receive it well :?

I would like to end by saying something to the moderators. I enjoy the game, hell i even promoted it to all my friends, even when the internet said "Bioware is ruinz DA2 LOLZ!". Out of the 10 or so people i got to purchase the game, maybe 2 of them have not traded it back in. That isn't to say it was bad. But... it was just another game. When you have people screaming at David or anyone else, its a shame. Because, they want to try new things like anyone whos creative. If they work or do not work will influence the future of the series. However, i can fully appreciate the people who are yelling, as they are not simply "IM BEING THE LOUDEST, ONLY LISTEN TO ME". It stems from every single thread i've read where Customer A says "well, i don't like it and neither do my friends" and BIoware B says "well too bad... everyone else does" without either side providing evidence both claims of everyone hating or liking the game are null. Much like the music industry equates each illegal download as a lost sale (which isn't always the case). I think bioware in general makes every sale a happy customer. My only advise should anyone even read this whole rant is just to understand that getting the brush off everytime you try to say something is gonna result in you yelling at because your unable to get your point across. I may only know 10-15 people who have the game. Not one enjoyed the changes (aside from asthetics...which are very nice btw) but how many 10-15x does it take for the company in general to say "oh yeah...now i remember why we made these games. People want compelling story and heart wrenching decisions....not more wax to make it look nicer". So while my opinion might be a little skewed as i don't know a person who says "I loved it more then the first!!!!" i just want to say. Listen to your supporters, they will make the game better. Everytime you tell someone their opinion is not valid because "Oh, its just you and a couple people who don't like it" it just turns off any future you have with that customer. Especially when it would seem that that sentence is overwhelmingly inaccurate.

~Malice~:ph34r:

#2414
Redcoat

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What I believe needs to be changed or improved for Dragon Age III:

A New Visual Style and Art Direction: I understand that, with DA2, BioWare wanted to create an "ownable" artistic style as opposed to what has been called the "generic fantasy" style of DA:O. But what we got was not particularly unique or "ownable," but rather felt like a hodge-podge of styles borrowed from other games. Take the characters of Fenris and Flemeth, for instance. Fenris' appearance instantly calls to mind Cloud Strife, Sephiroth, or any other number of JRPG characters. Flemeth looks like a geriatric version of Ultimecia from FFVIII. It creates the impression that these characers aren't original creations but instead the result of someone playing, say, Final Fantasy and going "Oooh, that character looks cool! Let's do that!"

Secondly, the cartoonish, over-the-top combat, with people exploding into blossoms of gore and characters leaping thirty feet through the air, needs to go. DA2 wants to tell this dark, mature story involving such themes as oppression, religious fanaticism, racism, and so on, yet the combat (which makes up the overwhelming majority of the game) nears Team Fortress 2 levels of absurdity. It creates a sense of dissonance; as if the game doesn't know what sort of tone it's trying to strike.

Interesting and Unique Encounters: Part of what made the Baldur's Gate series so enjoyable was the breadth of enemy encounters. In one dungeon you might encounter a diverse number of foes such as umber hulks, mind flayers, beholders, vampires, and so on, all of which required different strategies to overcome. And not only that, there were opportunities to initate combat on your own terms. You could have your thief enter stealth to scout out ahead and assess what sort of monsters you would face. You could then have the thief sets traps, or backstab the most dangerous enemy to eliminate it before battle commenced. Or you could send in summoned creatures to weaken your enemies and force their spellcasters to waste their spells. In short, there were a multitude of ways to defeat your foes, and the game rewarded thinking ahead and devising strategies.

DA:O did not fare quite so well in this regard; there were a bit too many encounters were you were rushed by mobs of enemies, particularly in the Deep Roads. But there were still opportunities to employ strategies and tactics to win the day. You could still begin encounters on your own terms. For example, if your Survival skill was high enough you could detect enemies in the rooms ahead, allowing you to lay down traps or create an ambush.

Dragon Age III needs to bring back this element. Give us fewer enemy encounters (so that combat doesn't end up becoming a tedious chore), but make the encounters more interesting, give us a greater variety of enemies with a greater variety of abilities that we must account for. Have some encounters be ambushes, where the player has to think up a strategy on the spot, and yet have encounters be something that a saavy player can see coming and prepare for accordingly. In DA2, nearly every encounter was an ambush and involved almost entirely enemies that had no special abilities beyond basic melee or ranged attacks. Combined with the frequency of combat in DA2, I think this is the reason so many people found DA2's combat so dull.

Allow the Player to Properly Role-play Their PC: I found that Hawke occupied an unhappy middle ground between being too bland a character to care about and yet too well-defined to allow me to role-play. The reasons for this are numerous. First of all, Hawke knows things I don't  and is acquainted with people that I am not. The game's opening throws you into the midst of your family's flight from Lothering without ever giving us a chance to get to know your family. After the first year in Kirkwall, Hawke is apparently acquainted with several people that we have never encountered in the game until that point.

The way that quests are handled only exacerbates the problem. Instead of getting quests from my companions by talking to them and bringing up certain topics, my journal now oh-so-helpfully informs that Merrill, Varric, or whoever wants to talk to me. The question I kept asking myself is, "How does Hawke know this?" How does Hawke know that this one item he found in a warehouse somewhere belongs to one particular individual up in Hightown? In the same vein, how does Hawke know that the individual with the big arrow above his head has a quest for him? I'd like to see BioWare get rid of the quest-giver marker entirely and let the player discover quests on his own, which, to me, at least, is one of things I enjoy about RPGS - finding things out on your own rather than having the game spoon-feed them to you. Look at how Oblivion handled this, for example. There were no arrows hanging over peoples' heads that screamed "QUEST HERE!" No, you actually had to talk to townsfolk and other NPCs to get quests. This is more realistic and creates a greater sense of player agency than simply telling you information that your character cannot know.

The dialogue wheel also hurts DA2's roleplaying element, because I only have an educated guess as to what my character will say whenever I choose a particular dialogue option. Worse, every single response is now clearly pigeon-holed into "nice," "mean," and "LOL U MAD?" Since I cannot control exactly what Hawke wil lsay, It felt like, rather than directly controlling my character, I am now merely making suggestions to him as to how he should act. The way of fixing this, I think, is rather simple. Give us the full line of dialogue, not a paraphrase. Contrary to what some people might say, the average player is not some ADD-afflicted caffeine addict who is too impatient to read a full sentence.

More Choices, and More Opportunities to Affect the Game World: DA2 was ostensibly about Hawke's "rise to power" yet no matter what I did or what choices I made, my Hawke never had much "power" at all. Without getting into spoilers, almost nothing he did could change the outcome of any of the game events at all. Things happened with or without his intervention. And the major choice at the climax of the game ultimately changed nothing at all. This, I believe, is something DA3 must improve on if the game is to have any shelf-life whatsoever. I played through DA:O a half-dozen times, simply to see how many different branches of the story my character could take. With DA2, I felt like I had seen everything the game had to offer on the first run through and felt no desire to begin another play-through.

Gives us More Options to Build Our Characters: DA2 took a huge step back from DA:O in this regard. Take weapon skills, for instance. Warriors could use the sword-and-shield abilities, the dual-wield abilities, the two-handed weapon abilities, or the archery abilities. Mages could take the Arcane Warrior specialisation and wield melee weapons instead of a staff. Rogues could opt to use daggers or swords for melee, each with its own advantages. Armour wasn't firmly restricted to a class, so rogues, for example, could put a few points into their Strength stat to equip heavier armour (at the expense of increased fatigue). To sum all this up, DA:O gave you far more options to build your character than DA2.

And the same goes for NPCs. First of all, as many, many others have pointed out, give us back the ability to equip our companions' armour! This is one of the most inexplicable changes that DA2 made. I hear some people justify it as "maintaining each character's unique appearance," which is bollocks. One thing I ask when determining whether a character has depth or not is: Can you describe this character without making reference to his or her appearance? - the point being that how a character looks is rather minor and superficial aspect of who they are. Is it really so important that you're willing to have characters wear entirely inappropriate apparel into battle? (This is the exact same complaint I had against Mass Effect 2, where you had absurd situations like Jack wearing her barely-there outfit in a vacuum!) Varric might be proud of his manly carpet of virility, and Isabela might want to show off her "other" assets, but would either really be so foolish as to wear that sort of thing to a fight?

The solution is obvious: Have your companions wear whatever armour you choose during gameplay, but let them wear their "siganture outfits" in their home bases. This isn't my idea, this is exactly how Mass Effect 1 handled companion armour! And it made perfect sense!

In addition to their armour, the player should be able to have much more freedom in how they build their companions as well. In DA:O, Wynne was specced as a healer, while Morrigan was more geared towards offensive magic and debuffs, but that didn't mean you couldn't give Wynne offensive spells or give Morrigan healing spells. DA2 needlessly limits you in this regard. Want Aveline to be anything but a tank? Can't let you do that! Want Merrill to be a healer, because you can't stand Anders? Sorry, can't let you do that! It reached the point where I felt like I had to include certain characters in my party, because they were the only one suitable for that role and I could not mould the others into that role.

Secondly, gear should not be strictly limited to class. Why can't my warrior wield a bow or a dagger? Does he consider it beneath him or something? Why can't my mage wear armour if he's strong enough to do so? In addition, the attribute requirements for gear need to be dramatically scaled back. Why does my warrior need to have so much more strength/constitution to wield this one sword than any other sword? Why does my rogue need vastly more Dexterity and Cunning to wield a higher-level dagger than a lower-level one? When you get right down to it, a sword is a sword and a dagger is a dagger. It feels like a very arbitrary method of keeping higher-level equipment out of lower-level characters. Not only that, it railroads you into pumping your attribute points into whatever two attributes are required for your class's gear. Oh, warrior gear always needs STR/CON! Why would I ever want to put points into anything else, then? Why give me an option when the best choice is spoon-fed to me?

Make Different classes of Weaponry More Unique: Again, DA2 dispensed with something that was perfectly fine in DA:O. Axes, maces, and warhammers might have done less damage, but they had higher armour penetration rating, which realistically reflected what these weapon were designed to do. But since DA2 got rid of the Armour Penetration stat (why?) The end result is that all weapons seemed to blend together into one big category of "thing you hit people with."

What should be done is this: Make each class of weapon (maces, axes, warhammers, longswords, two-handed swords, etc.) much more differentiated from one another. If you're facing a heavily armoured opponent, for instance, then the player should be more successful if he chooses an armour-piercing weapon like a mace or warhammer than a longsword.

No Item Scaling!: DA2 effectively made your gear obsolete after one or two level-ups, requiring to go through the tedious chore of selling off your old gear and buying the latest round of (mostly generic) new gear. And you'd end up repeating this after the next couple of level ups.

Stop it. Part of the fun of playing an RPG is finishing a particularly difficult quest or boss and obtaining some spectacular piece of gear. Remembing killing Firkraag in Baldur's Gate 2 and getting the +5 Holy Avenger? The sword that was good enough to last you to the very end of Throne of Bhaal? Dragon Age III needs to have this sort of thing.

Don't Create Challenge by Skewing the Game in Favour of the Enemy: In DA:O, enemy mages were a threat, but they didn't have access to abilities that player-controlled mages didn't. Come DA2, and suddenly mages can make themselves invincible (which you can't do), they can teleport (which you can't do, and is impossible according to lore), and can cast devestating AOE spells that you never have access to. This isn't challenging, this just stacking the deck in the computer's favour. Another clear example is the ludicrous asymmetry between the HP levels of the party and enemies. I'm sorry, but I don't care how tough the Arishok is, after stabbing him two hundred times, he should bloody die! The end result of this is that fights (boss fights, in particular) go on and on and test the player's patience more than his skill. Going back to Baldur's Gate 2, the dragon Firkraag had only around 180 HP (barely more than some of your party member). You could finish him in less than ten seconds with the proper strategy.  And somehow he was still a challenging foe despite not having a metric ton of HP.

More Limited Level Scaling, or None At All: Level scaling (where enemies increase in strength as you level up), when done badly, effectively kills off one of the core elements of RPGs - character progression. And DA2 does it badly. How is that Hawke can still be menaced by street thugs at both level 3 and level 20? What's the point of making me put points into attributes when all I'm really doing is keeping my character on par with everyone else? A key component of RPG is seeing your character getting stronger and more skilled compared to those around him. In Baldur's Gate, when your character was at level 1, he was weak and rather pitiful, with battles against even low-level enemies being a life-and-death struggle. By the time of Throne of Bhaal, however, he was strong enough to go toe-to-toe with the most powerful beings in the Realms. That's character progression, and Dragon Age III needs a far greater sense of it.

Eliminate the Point-and-Level Requirements for Skills in the Skill Trees: The Skill Tree was created to address the problem of players having to pick undesirable skills just to get to a skill they did want. This is all fine and good, but then they added the point-and-level requirements to skills, effectively creating the same problem the Skill Tree system was meant to address!

Add More Non-Combat Skills:
Bring back the non-combat skills from DA:O, or create new ones. Again, why were these taken out? it's not like they were useless. Survival could help you anticipate encounters, Herbalism allowed you to craft items, Poisons allowed you to buff up your weapons and created bombs, and so on. Persuade could help you avoid combat altogether in certain situations (something DA2 desperately needed!) Again another dimension of gameplay has been taken away when there was nothing flawed with it to begin with.

And mostly importantly...

Take Your Time!: I'd be perfectly willing to wait four or five years for the next Dragon Age game if it meant that the developers could fully realise their vision, that no corners would be cut, and that nothing would be rushed. Of course this is just pure fantasy; I seriously doubt that EA will allow BioWare that length of time. But we can always hope, can't we?

Modifié par Redcoat, 07 juin 2011 - 05:18 .


#2415
Broom

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I played and enjoyed just about all RPG games Bioware ever released. I loved Dragon Age Origins. And I've told to all my friends and guildmates they should never, ever buy Dragon Age II, adding a 600+ word review on our site specifying why. Not to overly bore people here, it mentioned as huge negatives pretty much all the reasons Redcoat and others in this thread have stated as 'points for improvements'. I was bored to tears before I was halfway through, played it out on stubbornness alone ('this is a Bioware game, it MUST get better at some point'... nope). Needless to say, I'll not be buying any DLCs.

Please take us gamers seriously. I'm perfectly willing to wait years for a good product. But something like DAII? Never again.

Modifié par Broom, 07 juin 2011 - 12:39 .


#2416
kromify

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it's a small thing - but the numbers on the saves get ridiculously high. it bugs me. i don't know why. it's small and petty, but i want games saves numbered 1, 2, 3 etc. =p

#2417
gingerbill

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Things i liked in DA2-

companions having there own unique look
companions having unique skill trees
graphic engine - looked very good and ran smooth
UI - far easier to use and looked alot better , especially on console.
Magic items - seemed alot more than DAO
Spells talents - Far better than DAO with alot more diffrent builds . 1.03 has improved them alot more.
VO - Thought the voice acting was very good.
limited use of potions
merril

Things i disliked-

didnt run 100% smoothly on console
enemy spawns - think enough been said about this
sudden end of some stories - particulary merrils
difficulty balancing - bosses were too difficult , normal enemies way too easy
boss fights - Far too long , to many hitpoints. On hard/nightmare they too hard
Romances - didnt go far enough , cant i kiss my girlfriend when i want?
CCC - forced you into certain spells to be effective
avaline
chapter 3
choices didnt seem to come up often or make impact

Modifié par gingerbill, 07 juin 2011 - 03:57 .


#2418
kazuya246

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theres so much i like about this game, but it has its flaws. Most has been said already. But what i think needs to come back for Dragon Age 3 is the origin story. I know hawke will be integrated into the next game but i dont think you should start off with him/her in your party. You should be able to recruit him or her later. At the start of the game you should be able to select either rogue mage or warrior. And the race human, elf, dwarf or qunari. But one important thing is that the main character must be voiced and the qun main character must have a qunari sounding voice actor. And obviously the game would be radically different if you pick a qun since they are basically seen as monsters, barbarians and outcasts.

#2419
neppakyo

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kazuya246 wrote...

theres so much i like about this game, but it has its flaws. Most has been said already. But what i think needs to come back for Dragon Age 3 is the origin story. I know hawke will be integrated into the next game but i dont think you should start off with him/her in your party. You should be able to recruit him or her later. At the start of the game you should be able to select either rogue mage or warrior. And the race human, elf, dwarf or qunari. But one important thing is that the main character must be voiced and the qun main character must have a qunari sounding voice actor. And obviously the game would be radically different if you pick a qun since they are basically seen as monsters, barbarians and outcasts.


Unless they retcon their own statements, they said each DA game will have a new protagonist.

Which I am thankful. Only hawke cameo I would like to see is one where it shows a skeleton in champion armor.

#2420
Otter_Boy

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I finally sat down to play DA2 and just beat it. I'll try to keep this brief.

I was disappointed in the game. I think it boils down to that my choices in the game didn't change much of anything. That's what I loved most about DA:O, the opportunity to make choices that shape the world.

Once the characters opened up more in the second act, I really started to enjoy the game. But it was difficult to converse with them and get to know them. The friendship/rivalry mechanic had too few options, so I felt like it was VERY difficult to get to either extreme without consulting a guide.

But the non-party characters were forgettable. I had trouble telling them apart, people like Meredith who popped up out of nowhere were treated with such importance, it was an odd choice.

The result of that, plus the overuse of maps/lack of areas to visit and lack of customization with equipment and items, made this game feel like it was half-finished. It felt like it was made up of many side quests, but not a real story or world you could affect. It kept getting close to being a very fun game, which ended up being more frustrating.

#2421
ApostleinTriumph

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I've just finished the game, this is going to be my review. It wasn't as bad as I expected it to be, but it has big flaws nevertheless.

Positives:
-Combat is faster paced. I sort of enjoyed it, although the paratrooper spawning system (I'll get to this later) made it a nightmare, it was quite satisfying to kill stuff.
-The story was good. It was interesting because it offered a new perspective to look at the Dragon Age universe, although this time from the story of a single man and what goes around him.
-Most companions were great. The conversations taking place between them was really interesting to hear and side stories were worth to follow (and funny sometimes). There were a couple that I didn't really like (Fenris and Merrill)
but overall, it was satisfying. Isabella is another plus :P
- The game takes quite a bit of time to beat, so it leaves you somewhat satisfied at the end.
- Some boss fights (Hybris and High Dragon) were very well done and offered quite a satisfaction when I beat them (finished on hard on my first playthrough)
-  I liked that I could act sarcastic with my dialogue choices, and it was quite funny to see the reactions to that.
- Some choices you made really affected the way story went A LOT, and it was shocking at times. Pretty good stuff here, really reallly good. Can't say the same for game's ending though, it looks like all paths go there.

Negatives:
- What I call the "paratrooper spawning system". This has got to be one of, if not the most important one of my complaints about the game. Whose idea was this? I understand that some enemies can appear out of nowhere (Shades) but every fight in the game starting with relatively low numbers and then turning into a 4 v. 40 battle was not fun, and extremely exhausting at the start of the game (which I played at 1.02, I'm just now starting a new playthrough to see how that changed) Without good equipment, I found that the beginning portions of the game and combat was like a coinflip, if you can kill/heal before X happens so that you can save Y from death. That was it, and after that, even with good equipment, it really killed some of my immersion to the game. Respawning is a common aspect of many games, but in a RPG game, without a good reason (say, like a demon in this case), I don't understand why your enemies need to teleport into the fight, and in overwhelming numbers. The game just tries to drown you with enemies, and that's not fun. Give lesser, but more intelligent enemies, so that they are still harder to kill, but it doesn't turn the thing into a lynch scenario. Pretty big flaw for me.

- The overall look and feel of the game. I really hated the user interface. It is too minimalist, too boring, too dull, too bland, you can insert any negative adjective here, it's just terrible. I missed the DA:O UI alot, you open the skill page and look at your skills on the page of a tome, you open the map and see a parchment and very nice drawing of areas, talents and abilities had very, very nice and colourful illustrations depicting the skill, the portraits were cool with the circular mana/health system and the aoe-circle (the thing that shows up when you want to use an aoe spell) looked much more interesting. The game's feel and look seems like it was rushed, aimed at casual console gamers and watered down as much as possible. I really didn't like it. Especially the ability icons, they were most boring stuff I've seen. I want the old UI back in DA3.

- Story. I don't have a big complaint about it, but it was really confusing at times. I couldn't understand why we helped the templars at some quests only to turn in the other direction later. It was really confusing to follow what's going on.

- It is not as immersive as DA:O in terms of story. It is very clear why you fight in DA:O, to defeat Archdemon, stop and end to Blight, and save Ferelden. In DA2, you almost don't give a damn about anything but to get wealthier, improve your position in Kirkwall and make favors for people around. It's not even near interesting. You are just nobody at the start. That kills the immersion.

- The healer class was severely weakened. Why did you decide to take out spells like Lifeward or Regeneration? And why is there only one dedicated healer in the game, that we are usually forced to take with us to succeed? Why can't I make all my mages healers? I don't understand the decision behind this, it takes the choice away from the player and forces it, this isn't fun.

- The character customization dumbed down and removed. Why in the name of hell can't I customize the equipment of my party? Why can't I give them item sets, or change their armor, or boots or gloves? What is the point of this? Isn't this an RPG? This is a big negative bioware, a BIG negative!

- The difficulty in most fights is about game trying to overwhelm you and screw you as much as possible. How can I fight back if I don't know who will get attacked in my party? (Assassins) They just one shot and I can't even stop it. Same with fighting legions after legions of enemies. This isn't difficult, just annoying.

- The reused environments. Same cave, same house, same room, there can be no excuse but laziness for this. Bad.

- The entire game goes around Kirkwall. There is so few places you can go. In DA:O, you can go Deep Roads, Brecillian Forest, Circle Tower and Denerim and Redcliffe (and plus places like the mountain for the Andraste's ashes quest) Those are all different places with different stories, different look, different feel. Kirkwall is just Kirkwall. It never changes.

This is my review of the game. Hope Bioware ppl read and take notice.

-

Modifié par ApostleinTriumph, 08 juin 2011 - 06:51 .


#2422
Nazo

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DA2 needs better persistence of expressions. It didn't happen all the time, but sometimes a character will do this:

*angry expression during a line* *neutral expression for a second in between lines* *angry expression during next line*.

It's unnatural to watch, and should be smoothed over; when going from same expression to same expression, maintain the expression between!

That's my nitpick.

#2423
Rahath

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Personally, I preferred DA1 to DA2.
Don't get me wrong, I liked DA2, but thought DA1 was Epic and was a little disappointed that DA2 went a different direction.

I bought DA2 without reserve, because of DA1's feel. Now, I will be watching the reviews before purchasing DA3.

Thanks for making these games guys, it is ofcourse still very much appreciated. :)

#2424
quaresma_Pt

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Hi everyone, just end the game. Well i ll be simple here, and please dont say ``you can t compare both games´´ of course i can, it s sequeal.

Lets begin:

History: Dragon age 1 vs Dragon age 2?

Win: Dragon age 1- Without question in my opinion. The intense the history of dragon age 1 had, was so much. Love it. Dragon age 2 have good history ( but turns out a little boring) The main history maybe can be almost equal but ``side´´ history just sucks. So many answers, and almost no answers.

Battle:

Win: Dragon age 2- Without question as well. Improved alot, way more ``real´´. Less strategic thow.

Companions:

Win: Dragon age 1 - Dam, dragon age 1 have so epic companions, dragon age 2 just sucks. Only the dwarf guy and merril are cool.

Citys/ Locactions

Win: Dragon age 1- Wtf is the dragon age 2? That was the biggest problem of them all. I took more then 3 months to end the game ( Dragon age origins took, 3 days), it s so boring.always the same places,same side quests, too boring. In dragon age orings i can sit my ass all day playing, just can t do it on dragon age 2. Dam bioware improve this. it s sucks.

Choices:

Win: Dragon age 1- Again and again, dragon age 1 beat 2. Well in dragon age 2 you can say wtf you want, the answer will be the same, or almost the same. Too bad

Enemys.:

-Dragon age 1- Have way more fantasy, werewolfs,humans,deomons etc etc..In this game you have almost only Humans and some 2 or 3 deamons. Always the same. a little of darkspawn.

Now the biggest question:

WARDEN VS HAWKE

- Well personally i don t give a ........ what will happen to my ```hawke´´ guy. He can just die for good. I dont feel connected to him, never. Somehow.. (and it s not because he talks,cause i m huge mass efect fan, my favourite game ever) but it s just suck this time

Finally review: Well without question dragon age 1 won. Have way more fantasy, more choices, more ``friends´´, and come on Warden is a warden. Warden will always win. Dragon age 2 is way repetitve, too boring indeed, (think here almost everyone will agree)

Now the questions i want some anserwers (if anyone knows)

- What was the amulet you took from flemeth and give to elf leader??Never understand that..someone!??

- On the end of the game is `` Gone, like the warden´´.- Maybe with this setence they wanna show us they re connectecd somehow, for dragon age 3?agree? I personally think they ll put on dragon age 3 a choice if you re wanna be hawke or the warden (you transfer the caracther) beause they ll need aid for something...

Well feel kinda sad, the final was pretty good, but then again Boring. Now i want more (because of the ending) but in the end i said: Finally.

On dragon age origins i would never said it. :)

Hope you guys understand , i m from europe. Thanks. smiliesmiliesmilie


Ah and yea, have to quote this from hei

- The character customization dumbed down and removed. Why in the name of hell can't I customize the equipment of my party? Why can't I give them item sets, or change their armor, or boots or gloves? What is the point of this? Isn't this an RPG? This is a big negative bioware, a BIG negative!

#2425
quaresma_Pt

quaresma_Pt
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Guys very good review. See it. If you dont like the bgning skip it. Tell me what you think about it.