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Making me lose when I win- The unforgivable sin..and such.


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#51
Shin Kicker

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Sjofn wrote...

Shin Kicker wrote...
But I don't get the comments in this and other threads that keep insisting that Meredith and Orsino were both terribly wrong. Meredith called for the killing of all the mages (which is actually more extreme than the annulment was made out to be in Origins, I believe). Exactly what was Orsino wrong about? Wanting to not die?


The Right of Annulment in Origins was also "kill every single damn mage in the place, even the kids."


That's not what happened in my play through where I went with the Templars in Origins.  The First Enchanter lived, as did many mages.  They just were taken off to be thoroghly interrogated and examined.  They took apart the circle in structure only, and tell the player that a new circle would be built up right away and that not all the mages were dead.

Also, you only fight the mages with the children (including Wrynn) if you tell her the circle can't be saved when you first meet her.  She also fights you if you tell Cullen that none of the mages can be spared.  But despite this kind of language, when you actually tell the templar commander to do it, the annulment doesn't actually involve killing all the mages.  In factu, it didn't sound like they actually killed any that you don't kill during the quest.  There's just some kind of thorough interrogation and inspection of the survivors you rescue.  Wrynn also stays in your party and lives throughout the game if you watch your language in the two dialogue points I mentioned.

Modifié par Shin Kicker, 18 mars 2011 - 05:23 .


#52
Xanfaus

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A possible solution is to give Meredith an assistant who serves as her "Vader". Someone who is somewhat menacing and is shown to be fairly powerful. They could even make a point of having the Arishok respect him/her to build them up more. Then the "assistant" could show up along with a second wave of templars causing Orsino to feel less optimist about the mages' chances and then go flesh blob to kill the "assistant" before turning on you and what's left of the mages.

As it stands, it seemed more than a little odd for Orsino to do the one thing that in any way justified people's fear of mages especially when there was no significant threat present. Considering that the Champion and the person who is, most likely, the strongest mage in the region are both there, I would say that a few dozen templars hardly qualifies as a significant threat which is why there needed to be a character that could be used for that purpose if they wanted to give Meredith her own separate fight.

Also, considering that far too many people wanted to kill me on sight and that most of my family died/left, I would rather have gone adventuring with the Arishok and left this templar/blood-mage mess to some other would be hero.

#53
Clonedzero

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i actually kinda like the still feeling defeated at the end of the game feeling rather than the whole "woo we saved the world we're boring heroes again! woo!" thing.

i will admit the meredith and orsino thing was a bit sloppy, but i loved how the ending turned out in the whole "everything just goes wrong and you have no control over it" type of way. it didnt have the "you die at the end" cliche, and it didnt have a "you win and everything is great" ending which is boring as hell.

i really appreciated the ending in that way. the whole feeling of siding with the mages and finding out that orsino wasn't the good guy i thought he was, was actually kinda great. that moment of "oh man, i backed the wrong horse" then finding meredith and finding out both sides were wrong was brilliant in a way. i think people are just upset they lost control of the ending and it wasnt a happy one.

ive noticed alot of people who have issues with it are the same ones obsessed with the idea their warden is retired and living a super happy life when that goes against the entire point of being a warden. seems silly when they ramble on about RPing and they forget they're a WARDEN.

EDIT - personally i found the ending of DA2 to be alot more interesting and satisfying than the ending of DA:O. because the ending of DA2 actually interested me and made me wonder what was going to happen next. while the ending of DA:O played out exactly how i thought it would after i left ostogar. personally the landsmeet was FAR more interesting than the final battle against the archdemon and darkspawn.

Modifié par Clonedzero, 18 mars 2011 - 05:35 .


#54
Elessie

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I get why Orsino despaired and turned to blood magic. He was stuck on an island with an army of templars outside. It was hopeless. And of course once he did, he wanted something so badly he gave in to the demon.

But like others have said, the timing of when he chose to do it made no sense. It was like: oh noes, 5 more templars came in the building, we are doomed! After we'd just killed a much larger group. =(

#55
Dieguitoarg

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Both "good" and "bad" endings have been around since the Greeks and maybe more, there's really no novelty in either...

For me what matters is not how the story ends, it's whether it's done right or just feels forced or sloppy... the ending was a good one in concept but was not executed well... The Orsino part is one of the best examples of this, as we are given no reasons as to why he would do what he did WHEN he did it, other than the designers thinking we need a monster kind of boss in the end...