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This is by far Bioware's darkest story and one of its best.


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#201
Maria13

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I like the themes behind DAII: Immigration, discrimination, fanaticism, slavery, terrorism...

But... The story was not well developed at all. Act III was very meh... It lacked the detailed characterisation that made DA:O for all its hackneyed storyline come alive. Kirkwall itself and the environment lacked the detail that made it seem living... I blame most of this on it being too rushed.  Atmosphere is vitally important to a dark narrative and good characters whom you can identify with.

Good themes alone do not make a good fulsome story. Sometimes the devil (or the angel) is in the detail and a standard narrative can come alive as a result of this. Something DA2 lacked but DA:O didn't.

Modifié par Maria13, 02 juillet 2011 - 07:10 .


#202
dragonflight288

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There is plenty of discrimination, even if you take away the mage vs templar issue. The Chantry views of the Qunari and the Qunari of Kirkwall. Then you have the citizens of Kirkwall discriminating against Ferelden refugees. Many won't hire the men and women with the skills for the jobs because they're Ferelden. And some Kirkwallers even become bandits and thugs, blaming Fereldens for all their problems.

#203
Foolsfolly

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But... The story was not well developed at all. Act III was very meh... It lacked the detailed characterisation that made DA:O for all its hackneyed storyline come alive.


I never thought about it, but DA:O's story really came to life in the last act of the story and DA2's story fell really far down in its last act.

...

...huh. That's pretty funny.

#204
Foolsfolly

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dragonflight288 wrote...

There is plenty of discrimination, even if you take away the mage vs templar issue. The Chantry views of the Qunari and the Qunari of Kirkwall. Then you have the citizens of Kirkwall discriminating against Ferelden refugees. Many won't hire the men and women with the skills for the jobs because they're Ferelden. And some Kirkwallers even become bandits and thugs, blaming Fereldens for all their problems.


You know, I actually wish they did more with the immigrant story. Other than a few token lines in about five quests there's really nothing about Ferelden refugees facing oppression.

Of course, I also think if you're doing a refugee storyline you shouldn't make your refugee a noble of the nation he fled to. That's just such an out that it makes the fact the character was a refugee pointless.

That said, right at the beginning with those refugees living in the hallways of the Gallows. That had atmosphere. That's the only time in the entire game that there was any atmosphere about hundreds, maybe thousands, of displaced people trapped in a terrible and hopeless situation.

I wish Darktown looked more like refugee squatters taking up residence in the old mines....

BioWare needs new map designers. Walking into Darktown should have been heartbreaking.

#205
dragonflight288

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I personally would have loved it if there was no estate to buy. The first act of the game take place in only darktown and lowtown. We get to work with the mercenaries or the smugglers and try to build connections. We hear about Bartrand and the expedition, and some of Varic's contacts let them know to meet him in the Hanged Man.

In Act two, we be living in Hightown, but still facing a lot of opposition as we are Fereldens who are doing well for ourselves. We start getting involved in more city politics, and the Viscount uses us as his agent with the Qunari both as a way to appease the Arishok and a way to maybe rid Hightown of a Ferelden.

That, I think, would be awesome.

#206
erynnar

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Three disjointed, loosely tied together themes, don't make one dark story. Sorry.

#207
TEWR

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erynnar wrote...

Three disjointed, loosely tied together themes, don't make one dark story. Sorry.


But they could've made one dark story had they been tied together very well (obviously Image IPB).


Not to mention they tried to make a black and white situation incredibly gray with very faulty reasoning behind it.