Aller au contenu

Photo

An Exhaustive Discussion on the Merits and Demerits of Dragon Age 2


171 réponses à ce sujet

#51
Lord_Saulot

Lord_Saulot
  • Members
  • 1 765 messages
Thanks guys. Regarding the PC versions versus the console version, since I have only played the PC version, I do not really know about those things peculiar to the console. If one of the console players would like to do so, I would be interested in knowing about the pros and cons specific to those versions.

@JeeWeeJ: You raise some interesting points.  I think that, to some extent, this is "business as normal."  There was no shortage of criticism with the various DLC releases for DAO, for example.  But, I think it is also more than that.  There was a shift in design here, and that is guaranteed to bring out a variety of opinions.  Would it have been different if they had positioned the game differently?  Possibly, though it might depend on whether they were planning on doing a "real DAO2" some time later.

Regarding the future, I hope they do go back to the Origins style.  They may not.  But like you, I don't think that the middle ground is sustainable. 

Modifié par Lord_Saulot, 17 mars 2011 - 12:30 .


#52
Alozaps

Alozaps
  • Members
  • 106 messages
I read I, II, III, IV and V before I stopped. Might read the rest later. Thanks for what looks so far to be an extremely thorough review.

Art and Design
- on the whole I agree with what you have said here.

Character Design
- agree that talents/spells are more detailed than in DAO, but so much information may be overwhelming for players.
- personally I don't really care that they removed skills; never used traps or poisons even on Nightmare in DAO, never stole, etc.
- don't really care that they removed dual-wielding from the warrior class either, as my warriors in DAO were either sword/shield or two-handed, but I think it was unnecessary for them to remove it nonetheless.

Story Progression/Character Development
- disagree that the story in DA2 was better than DAO; just because an aspect of the story is "typical" doesn't mean it is bad or uninteresting. DAO's story was purely epic; the plot was typical/cliched but Bioware executed it almost flawlessly, and that is key to a 'good' story.
- contrary to what you stated, I thought the plot points in DAO were much more moving than in DA2. The Battle of Ostagar, the fight with the Archdemon atop Fort Drakon, etc <--- epic.
- I thought that the companions in DA2 were a bit flat, and due to the fact that you can't engage in dialogue with your companions as much as in Origins, you just don't develop the same level of companionship and you can't get to know them as well. Each companion in Origins had a very distinct personality that completely set them apart from the others, so I would say that they were more memorable. I think having distinct personalities is key to making great characters.

Combat
- pretty much agree with everything stated here
- DA2 combat - flashy, acrobatic, ridiculous, fast paced, chaotic; loved the realism of DAO's combat and wished they would have built upon that style and pace by just making some refinements

#53
Maria Caliban

Maria Caliban
  • Members
  • 26 094 messages

JohnEpler wrote...

I've read Gravity's Rainbow.

I've gained Immunity to Lengthy as a class feat.

Did you like it?

#54
Lord_Saulot

Lord_Saulot
  • Members
  • 1 765 messages
@Alozaps: Thanks for your comments. Even though we disagree about the quality of DA2's story, I do agree with you that Origins felt more epic as a whole. DA2 has its epic moments, but a lot of it is more personal than epic, with epicness found more in the ramifications and the framing story than the main game. I agree that Bioware executed Origins' plot well.

#55
Nimpe

Nimpe
  • Members
  • 2 006 messages
So. Did he like it or not? Too laaazy

#56
Punahedan

Punahedan
  • Members
  • 421 messages
Interesting. I agree with a lot, surprisingly xD . I'll mostly emphasize the things I feel straongly about. It's reiterating a lot of things that pop up in the Fan Review thread. But I'll repeat myself as many times as needed.

Would like to add that I wish DA2 had been released as Dragon Age: Exodus. That was cool.

Disagree on the art, agree on enjoying Kirkwall as the setting, agree on the sparseness of Kirkwall.

I liked the art and design. It felt different from Ferelden, another culture, another region. It was vivid and distinctive, and it sent the message that it wanted to send. It was used to great advantage for foreshadowing and storytelling, too. We definitely emphasize the love of text in classical RPGs, but it's also a visual experience; DA2 recognizes that.

Agree about unlocking specializations.

I almost never use crafting, so I don't care much for it either way. I'm not sure where my diplomacy skill went. Would like that back. I like the reorganization of talent/spell trees (Force Mage... best thing ever). But the absence of skills and such made it all feel a little empty. Part of an RPG is the mechanics. It does scare people, but it can also make an RPG feel special.

Agreed on the change in the Rogue's role. Didn't like that change much. Would definitely like my secondary weapon slot back.

Origins and DA2 have their own story merits, but I preferred DA2. Agreed on political and cultural conflicts. The qunari are still my favorite species, and the Arishok plot only made it stronger.

The length of time it took me to complete - somewhere between 50 and 70 hours, I didn't keep track other than "I played a lot and nonstop" - felt sufficiently lengthy. I'm not a fan of 100-hour games, especially if it's a lot of fetching quests. But I do think the game would have benefitted from more PC-Party member interactions. That would've extended it a little more. And it would've filled something I feel is a bit empty, despite how full the NPCs feel (I mark the distinction between perceiving and feeling the robustness).

Agreed on Origins being the introduction to the setting; enjoyed DA2 as the expansion (and legitimate tweaking) of what DAO gave us. It opened up the world pleasantly; it helped that the problem it dealt with crossed borders. Although the darkspawn threat was significant, it was confined to Ferelden, which limited our interests.

Moral grey was excellent here, yes. And I just really love the Templar-Mage debate, the risks involved in giving such-and-such amount of freedom to someone who can, regardless of their intent, turn into what is essentially a walking nuke. I'm glad DA2 explored this. I hope we follow this train of thought.

My beef is that the entire lengths of Acts 1 and 2, I wondered, "What is driving Meredith? Why is she so fixated on her task? Why go to such extremes?" and the questions seemed irrelevant once we got our answer. The opposing side - our... wild friend...  - had such a powerful incentive that Meredith's seemed... childish. I had expected more from a game so mature otherwise. I loved acts 1 and 2, and I wish the amount of questing and build-up carried over to Act 3, or at least that the quests were spread out more evenly.

Agreed on the party member and party member inventory bits, though again, I wish I could talk to the party members more. I liked that I had to be patient with their personal plots, but I wish I could talk to them about... shoes and cheese and the Qun and griffons and Grey Wardens like I could with DAO's party members. They had stories to tell.

Also, although I totally dig the Individual Designs for the party members, one would think that they would add to them or change them over ten years. The enviornment, too, should change. Although I would like access to the party's armor... it's a shame to waste old armor as soon as I get nicer armor.

I liked that the combat was faster; I liked the new animations for it. But the lack if isometric view and the difficulty of positioning AoE spells was tedious, annoying, and completely detracted from the experience. There was something to the pacing - not the speed, per se - of DAO's combat that DA2 lacks, though I can't name it, myself. Perhaps it IS a bit more comic-y, though I'm not sure that's exactly what I'm thinking of.

DA2 definitely abused the waves of enemies tactics. In special circumstances, sure, but if I'm about to finish a battle... let me finish the battle. Don't fool me into thinking it's over and then, SURPRISE NEW WAVE.

Please give back spell combos. Those were ten tons of fun. Cross-class combos are great, though.

I like the near-removal of the annoying, pointless fetch-this and kill-that quest. Side-quests were more involved. Sparser use of the board postings was good. Neutral on the find-item-return-to-owner thing. Don't care either way. It was always near a place I needed to go.

Yeah, where did the plot items section go? 

Items don't feel important anymore with their generic appearance and lack of description.

What is the point of junk items? I was filthy rich at the end of the game because of them... it was kind of cheap.

I'm a bad person and never used traps (though they annoyed the crap out of me quite well when the enemies used them). Neutral response on their absence.

I still miss the days where the entirety of your play log's conversation and mechanics was stored in the bottom left corner (wiped when you quit, but hey). At the very least, the last few lines said like in JE. Not much in the way of a journal, which I am neutral about, but I found those humorous and a nice touch in BG. Still no way to take notes like in NWN.

Minimap did not display what each x was, I had to zoom to the large map to find out which x was which.

Agreed on Codex.

Don't like the portraits being on the bottom. Put them back on top.

Liked the icons indicating the tone of the speech option; was not always sure who I was siding with when making a decision. There's brevity and then there's ambiguity. Enjoyed the humorous option. The aggressive option was jerk-y, but not brainlessly abusive. Conflicted on the voice-acting of PCs. Still prefer the entire text written out and no voice-over.

I still don't uncerstand the connections between the ads and the game itself. I am starting to dismiss all marketing as ploys. I don't mean to be callous about it or dismissive, but I really don't know who BW is seeking to impress. I guess I'm already a rabid customer, so they don't really need to aim them towards me. But still.

In some ways, I'm a traditionalist. But I like the push DA2 makes towards breaking out of the stereotypes and cliches. I've said it before and I'll keep saying it - gaming is a new medium. Just because something is a staple of an RPG genre doesn't mean it always has to be obeyed. But there are some things I'm not willing to part with.

I know streamlining it was a priority, but there is such a thing as oversimplification, and DA2 got the brunt of that.

As we make our way to DA3, I hope things will have been learned and there can be another reinvention. I'm not opposed to those. A bit of classicism in a big-kid story like DA2's is not a flaw, though.

Ultimately, DA2 evoked powerful emotions. I clapped my hand over my mouth and screamed a little towards the end. The only other time I really did that was Jade Empire. I was laughing, I cried a little, I cheered, I yelled at the monitor, it's all very moving. For all the other flaws... I call it a win when it brings about such powerful emotions. It's storytelling at its prime.

In the words of the PCG review: "...by locking down the context - the world and the politics - BioWare was free to fill its creation with more character and vitality than any game in recent memory." 

Modifié par Hawkeyed Cai Li, 17 mars 2011 - 01:44 .


#57
DiabolicallyRandom

DiabolicallyRandom
  • Members
  • 76 messages
+1 Read. Good Read.

#58
Coldest

Coldest
  • Members
  • 244 messages
@OP
We both share a lot of similar sentiments regarding the game. Good post.

Hach1 wrote...
Unseen enemies coming in waves isn't a terrible mechanic, it can be used in some circumstances to good effect, such as in Origins spiders dropping from a cave ceiling or a seemingly solo-"boss" summoning undead from the ground. However when it's used to the near exclusion of other mechanics it causes fustration and becomes tedious to deal with.

This is true. Enemies coming in waves isn't necessarily a bad thing. It gives a feeling of immediacy that you can't relax even when fighting regular mobs, because your fragile mages can be ambushed at any moment.

But in the case of DA2, when every encounter is an ambush, it easily becomes a bore and a chore.

#59
Lord_Saulot

Lord_Saulot
  • Members
  • 1 765 messages
@Hawkeyed Cai Li: Thanks for sharing your opinions! I agree with a lot of what you said, and even where we disagree, I can understand where you are coming from.

@Coldest: You make a good point about the waves - they can be good, but they shouldn't dominate the encounter design. If used sparsely, they can keep you on your toes. If used continually, they feel more like a predictable frustration.

#60
specter7237

specter7237
  • Members
  • 147 messages
I actually liked the wave system. Allowed for you to fight lots of enemies without throwing them at you all at once. And it kept me on my toes knowing at any moment a rogue could pop out and shank the mage, or a group of archers might arrive to the scene to pepper us with arrow fire. Or a bloodmage teleports in to use his deadly AoE. Come on guys, it's fight to the death, hand to hand combat. It shouldn't be cut and paste battles with perfect tactical positioning every time. Surprise and ambush is part of the gig.

#61
John Epler

John Epler
  • BioWare Employees
  • 3 390 messages

Maria Caliban wrote...

JohnEpler wrote...

I've read Gravity's Rainbow.

I've gained Immunity to Lengthy as a class feat.

Did you like it?


I appreciated it, at the very least. I can see what Pynchon was trying to do, and I think he succeeded. 

I'm happy I read it. I don't know if I liked it per se - it was weighty and it got incredibly dense at parts. But I think it's a worthwhile read, though I recommend copious amounts of coffee while attempting it.

#62
specter7237

specter7237
  • Members
  • 147 messages

JohnEpler wrote...
I appreciated it, at the very least. I can see what Pynchon was trying to do, and I think he succeeded. 

I'm happy I read it. I don't know if I liked it per se - it was weighty and it got incredibly dense at parts. But I think it's a worthwhile read, though I recommend copious amounts of coffee while attempting it.


I must say John, I loved the cutscenes and cinematics in this game.  The little details like Isabella removing her knives(yeah, you know the scene) were very impressive.  Whatever part you played in them, thank you!

Modifié par specter7237, 17 mars 2011 - 02:20 .


#63
Lord_Saulot

Lord_Saulot
  • Members
  • 1 765 messages

specter7237 wrote...

JohnEpler wrote...
I appreciated it, at the very least. I can see what Pynchon was trying to do, and I think he succeeded. 

I'm happy I read it. I don't know if I liked it per se - it was weighty and it got incredibly dense at parts. But I think it's a worthwhile read, though I recommend copious amounts of coffee while attempting it.


I must say John, I loved the cutscenes and cinematics in this game.  The little details like Isabella removing her knives(yeah, you know the scene) were very impressive.  Whatever part you played in them, thank you!


Yes, I agree, the cinematics were quite good in this game.

@Specter7237: I would agree with you if the wave mechanic was used occasionally rather than in most combats, and if the entrances made sense and didn't include enemies appearing out of nowhere (except for those enemies who entrances are supposed to be like that).  As it is, it does not feel to me like I always need to be prepared for an ambush.  Rather, it feels like I know that a force of six is actually force of twenty-five, but there is nothing I can do about that.  The surprise is only when there are noreinforcements.  Thanks for the comment though - I appreciate everyone who takes the time to read my thread.

Modifié par Lord_Saulot, 17 mars 2011 - 02:26 .


#64
Norpp

Norpp
  • Members
  • 6 messages
Excellent post. Rather then type out a giant pile of sprawling text I'll just have to say that I feel like a lot of the design is superior to DA 1, namely the combat, personalization of the story, etc. The most clear negatives with this game seem to be some of the more... repetitive/cheap design (encounters, level design) due to the game most likely being released earlier then it should of been. To be honest though I love the game, the only real things that have bothered me would be the bugs... (of course my favorite character would be Merill... and she has a lot of bugs)

#65
HarlotsLoki

HarlotsLoki
  • Members
  • 21 messages
Excellent read, you put your points across well and it certainly wasn't a chore to read.

In regards to the combat system, I really wished that bioware had worked more on the attack types of weapons, and kept(or improved) the random execution moves from Origins against regular enemies. I honestly didn't enjoy enemies imploding due to my attacks, it feels much more visceral and horrific to witness a warrior decapitate a hurlock with a shield, or gut them and remove my sword from their chest by using my boot. Perhaps that's because I prefer an element of realism in combat.

I know we get a few kill animations against certain bosses, ogre, dragon and the like. However I did feel that they could have been improved by adding a diversity depending on your classes or role.

An example would be an execution while using a bow, if you perform this in game, your main character runs at the creature and uses a dagger, rather than it's specialized bow. Another case would be mauls and axes, they use the same animation as a sword and in the end, it looks rather odd.

The only class that doesn't seem to suffer from this is the mage, which diversity was given. At least for the first kill animation.

Lastly, the regular attack animations themselves, I had hoped that mauls and axes would get their own distinct attack variations, rather than share the same attacks of the greatsword. It was a problem in origins as well, although less noticeable until an execution was preformed.

#66
Coldest

Coldest
  • Members
  • 244 messages

specter7237 wrote...
Surprise and ambush is part of the gig.

Yes but where is the surprise if you know you're going to be ambushed? Almost every in this game comes in the form of waves, so the moment you enter a battle you know you're going to be ambushed and should prepare beforehand, no surprises there. The point of an ambush is to catch you off guard.

I think BioWare should've stuck with a mixture of the Origins and DA2 wave mechanics. Incorporate waves, sure, but not on every encounter. Surprise the players every now and then.

#67
TheKnave69

TheKnave69
  • Members
  • 139 messages
Lord_Saulot: Nice post. A bit...lengthy, but I get the same way when I'm passionate about something. I agree with many of your comments, disagree with others, but respect your well thought out, and phrased, arguements. It's nice to see constructive criticism without all of the vitriol that's been spewing around the forums lately. My hat's off to you.

#68
Lord_Saulot

Lord_Saulot
  • Members
  • 1 765 messages
Thank you guys for keeping the discussion going!

@HarlotsLoki: Great points about combat. The finishers in Origins were what made it quite visceral to me too.


Oh, and after just loading up Origins again to verify something, I have more change I would like to mention.  While the camera in Dragon Age 2 does not zoom out as far, it zooms in much loser to your character.  In Origins I played with the camera zoomed in, and zoomed out for battles.  In Dragon Age 2, the zoom in is so close to your character that he ends up obscuring much of the field of view.  As a result, I did very little zooming in either direction while playing the game - I usually played in the zoomed out view for everything since it was not too close, and I could not zoom out further for combat.

Modifié par Lord_Saulot, 17 mars 2011 - 03:17 .


#69
Dantil

Dantil
  • Members
  • 15 messages
Read it all and I've gotta say you posted what I've been trying to put into words myself. Its nice to see a Bioware staff member speak up and say "hear you loud and clear" aswell. Theres so few places you actually get taken notice of for working your ass off to write a brilliant review when that what really matters the reviews of the players and fans not just the magazines.

My biggest peeve was as you said the companions having set armour. I did like the fact they had their own distinctive looks and changing it would change who they were, although from what I saw when upgrading their gear and through unlocks and continuing their stories the gear seemed to change.

Maybe it should have been either being able to change misc pieces, helms gloves boots etc or something like you equip them with the items with the nice stats yet their look stays default. Then again saying that I did always enjoy giving companions of different classes the items I had no use for. e.g. being a mage and not being ables to use ser isaacs or blood dragon would have been nice to give to a wr and a rogue. On that point where was the free DLC mage clothes :(

On the point you made about specs missing aswell I miss the battlemage I loved being able to be a mage who used plate gear because it look's so much better than a dress or some odd unitard looking thing and as I said above it wouldn't waste the awesome looking blood dragon gear.

For the combat bit I'm confused as to the "made it faster" bit because the only bit that makes it feel faster to me is the fact your constantly hack and slashing and button bashing but the skill cooldowns seem way to long to make the fight fast. Also companions never seemed to stick to the tatics you set. I set one of my mages as healer and put no attacking, heal other members at 50% and yourself at 75% and i watched in horror as everyone died around them because they werent healing or as to my point above Heal was on cooldown.

Last point before I stop my rambling. You mentioned the fact that encounters come in so many waves. I too hated this fact because you need to get to the other end of the cave but no a way of 10 mobs have attacked you and then another 10 and oh that extra one just bit your healer in the ass and killed them when they were just about to actually heal. BUT this does actually help on boss fights for warriors and mages spec'd for spirit as both regen stam/mana via this methord. Warriors get stam per kill so it saves on spamming the stam pots and mages regen mana via the buff that gives mana for every dead body, I forget its name.

Anyhow TLDR: I agree. And also have other opinions.

Modifié par Dantil, 17 mars 2011 - 03:34 .


#70
CMP023

CMP023
  • Members
  • 69 messages
I really dont understand why people click on a thread, and post only "Sorry, too long" or stuff like that... Dont wanna read, then dont, but dont expect the OP to re-write everything and make it shorter for you. Structure is ok too. This is not the New York Times you know.

Since his essay was very thorough and everything that was written held relevance, I am glad I read it all.

Now, to the topic itself: I will comment on the same order you brought each point up. Note that I haven't finished the game, so I will try to focus on the aspects that can be judged independently from game progression.

Art and Design
I agree completely with you on this area. Design was beautiful, although (as you stated) I felt that ambient was too symmetrical at times. Some buildings on Kirkwall (Mostly the background ones) are almost perfect squares with little remarkable aspects. 
I honestly haven't felt that "recycled stages" feeling, but I am not even past the Deep Road Expedition yet, so I might feel it later.

Character Design
I saw no problems there. Only thing that annoys me a little bit is how some character models where changed. For example, the qunari are nothing like the qunari in Origins, and some elves kinda remind me of Sheldon from The Big Bang Theory (Giant praying mantises lol).

Story Progression and Chracter Dev
As I said, I havent played through yet, but for now, I am really liking the concept . At first, I was a little bit annoyed that I needed to jog across the whole city to go talk to each member, but I then remembered that they have their own things going on. It feels realistic. Also, the fact that you can only talk to your members at certain points irked me a little bit at first, but if you think about it, the system in Origins where you talked to someone, and then came back 3 mins later to talk some more as if you never talked with them during the whole day seemed a little bit off. I think its better this way.

Combat
I disagree a little bit here with you. I do think they dramatically changed combat here, but I like how it makes you think faster, and you have to anticipate enemy movement a lot more while using area effects. Speed is a lot more exagerated that in Origins, but I would say that its still in the enjoyable area, and even gets you pumped at times. I would say the "mix" between action and RPG was succesfull. I like when Devs tinker with such things. Thats the way they get new ideas and perfect their style. Remember that its almost imposible to find "masterpieces" on the gaming industry, since most of the games are products of trial and error. They try out something new, and check out how people react to it. They have no way of creating new concepts if it isnt this way. In fact, the only game I consider an absolute masterpiece (in all aspects) is Metal Gear 4.
  I do agree, however, that the fact that enemies continue to come at you in waves is a little bit frustrating at times.

Gameplay
I really have nothing to add there. You spoke my exact thoughts. The trap crafting does not bother me though, as I already felt they where a little useless in DAO. But it probably depends on your specific playing style.

Dialogue and Conversation
In this area I think the game excelled. I was kind of disapointed to see that in DAO, my character was a voiceless guy with no personality at all. Its really nice to hear Hawke actually saying what you want him to. I do agree though, the paraphrases are sometimes misleading.


I will not comment the last points, since, as I said, I still havent finished the game, so I cant really judge those areas  just yet.

Modifié par CMP023, 17 mars 2011 - 04:39 .


#71
Lord_Saulot

Lord_Saulot
  • Members
  • 1 765 messages
@Dantil: By making it faster, I referring to the speeds of movement and attack animations in battle.

@CMP023: It looks like your post got interrupted part of the way through.  If you get the chance to post the rest of it, I look forward to reading it.  You may not have encountered too many recycled stages yet, but you will notice it as you play through the whole game, especially if you do all side quests.

Modifié par Lord_Saulot, 17 mars 2011 - 04:08 .


#72
CMP023

CMP023
  • Members
  • 69 messages
Yeah, I hit the reply button by accident. I just finished editing it.

#73
Lord_Saulot

Lord_Saulot
  • Members
  • 1 765 messages
Great. I see your points now. Thanks for sharing!

Even though we disagree on combat, I will say that I am not mad that Bioware chose to experiment with the combat. I respect that developers need to try new things and find new ideas. But I do not feel that those particular experiments were successful, and I hope they will change directions a bit for their next game.

Also, I never thought about Shelden with the elves, but that is all I'm going to see now. :lol:

#74
CMP023

CMP023
  • Members
  • 69 messages
That is true.
There are indeed areas that need to be ironed out. But if they pay attention to the community and are aware of said flaws, I am really confident something awesome will come out of this path they chose.

I dont know why, but it seems like Biowares 2nd titles of every game are always on the extreme side of what the first installment was. It can be seen in games like Mass Effect 2 and KOTOR2 (Although KOTOR2 was a big letdown for me)

And yes, the first Elf I saw, I was like "Pfffffffft! Its Sheldon! LOL!"

Modifié par CMP023, 17 mars 2011 - 04:56 .


#75
MColes

MColes
  • Members
  • 343 messages
KoTOR2 was made by Obsidian, different company. And it was rushed our by LucasArts, so a whole chunk of the end wasn't where it shouldve been lol.


OP; Good post, well written and thoughtful. We can agree to disagree, and I like that. Thank you.