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Well thought review from the glorious RPG Codex


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#251
Jaduggar

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Impmacaque wrote...

The choices presented in DA2 are written poorly and offer, at best, weak consequences. They're all entirely forced just to make you feel like you have some kind of control over the game world, when in reality, you have none.

*Carver is such an uninspired, bland, poorly written character that I hardly cared what happened to him. The way the game makes him catch the blight in the deep roads is almost laughable. The RPGcodex review points out how forced and stupid this entire scene is; "the fact is that when you play the game and slaughter hordes of the darkspawn nobody ever gets poisoned. So when someone does, it doesn’t create the desired dramatic effect. It creates the very opposite, a “oh what the ****, you’ve gotta be kidding me” effect." Since he's such a poorly developed character as is, it hardly matters whether he comes back to help you or not.

*The Arishok/Isabella plot is likewise asinine. The whole relic tie-in between Isabella and the Arishok is so tenuous it's nearly not believable. So you're telling me despite how amazingly powerful and influential I am, I couldn't have gone out to find the relic myself? Why wasn't that an option? Oh, wait, development time means cutting out branched-paths in favor of copout endings like "durr kill the arishok or let him go and never hear from him again!" The choice has no impact on the game world. Even if you let him go, the NPCs in Act 3 seemingly don't give a damn. Nobody cares. Nothing changes.

*Feynriel is another perfect example of choice without consequence. Kill him, make him powerful, make him tranquil. What does it change? Absolutely nothing. It's literally massively dissappointing that regardless of what you do to him, the Clan Keeper responds in the exact same way and the game changes absolutely nothing. Not like you even ever see feynriel after you send him off to the circle/elves anyway. His character should've been developed into something important given the focus of Act 3. It wasn't.

*Don't get me started on Merc vs. Smuggler. I spent an entire twenty minutes weighing out the pros and cons of each side, foolishly thinking that my decision would have some long-term benefits (as it would  in a game like DA:O). What happens? You have slightly different quest text and the game literally skips the entire year's worth of content you spend working as either or. This was an astonishing display of lazyness for the sake of moving the plot forward. I cringed after Act 1 was finished.

SPOILERS  BELOW=========================================================================







*Mages vs Templar - Doesn't matter, the game goes to **** anyway. Choose Mages, and Orsino inexplicably still becomes a Blood Mage despite being surrounded by the most powerful, elite warriors in Kirkwall. It feels as if Bioware desperately wanted another boss fight in the game and just threw in Orsino without ANY logic or rationale behind his resorting to blood magic. I mean, seriously?? The most powerful mage in Kirkwall just witnesses my team demolish two or three dozen templars effortlessly, and makes himself into an abomination knowing it's going to **** me over?

Choose Templars, and Meredith is always "turned insane" by the stupid Idol which is one of the most poorly concieved plot devices in any game ever. It's almost as if the writers couldn't think of a legitimate way to portray Meredith as crazy enough to purge the templars on her own (hint; it would've been in-line with her character to do so without needing Act 1's ****ty MacGuffin). Act 3 is largely a failure on many, many levels. The conflict is forced foward by plot devices and irrational, out-of-character NPC behavior. As Hawke, regardless of what side you choose, the conflict pans out in the exact same way everytime.

> In short, there are no meaningful choices to be had in DA2. They boil down to "kill this party member or send him off somewhere" and "kill this NPC or send them off somewhere". There is NOTHING along the lines of siding with the Werewolves, defiling Andraste's ashes, recruiting Loghain, etc. etc. The list goes on. The choices in DA:O were far, far deeper and produced tangible effects on the game-world. Those in DA2 are neither.



I'm sorry, I'm confused.

What's a meaningful choice? And what about your decisions makes them meaningful? I remember you agreeing with me on the ending to DA:O, so that both of us believe the rushed "listen, I'm just going to summarize this junk for you" conclusion isn't what made those choices meaningful. So, then, was it the gameplay mechanic it added in the Denerim fight? I could've sworn we both didn't care about those at all. Just some clarity is all I’m asking.

Oh, and I enjoyed the Isabela / Arishok story arc. Her character made a whole lot more sense to me--there was just something off about her and her motivations, and the Qunari weren't ever going to so openly reveal their intentions to you, that's just right in line with who they are. Sure, it was stupidly inconclusive, but what it did give, I appreciate. (And Qunari philosophy? Hell yeah--I want to get my Qun premises on.)  

Perhaps you could also respond to my earlier post as well? This and that share a similar purpose, I believe.

EDIT:
Did you rival Carver? Getting him out of the deep roads (trying to be vague here) lead to one of the most satisfying character arcs in the game, for me.

But yeah, the deep roads happening is also poorly handled. In perspective with the rest of the game, it really makes no sense. Hell, it didn't make any sense in DA:O either, but at least they didn't try to pull something like that off. Awakenings? Stay cool, brother.

Modifié par Jaduggar, 28 mars 2011 - 02:40 .


#252
Baelyn

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Impmacaque wrote...

*snip*

> In short, there are no meaningful choices to be had in DA2. They boil down to "kill this party member or send him off somewhere" and "kill this NPC or send them off somewhere". There is NOTHING along the lines of siding with the Werewolves, defiling Andraste's ashes, recruiting Loghain, etc. etc. The list goes on. The choices in DA:O were far, far deeper and produced tangible effects on the game-world. Those in DA2 are neither.


And while all of what you said is fine, most of those points are your opinions of the choices...not whether they were there or not which is what I am arguing. I do happen to disagree with how you feel about the choices in DA2. I'd write a lengthy reply to each, but I'm at work and have spent way too much time in this thread already.

Also, just for kicks and giggles, you say every choice is kill this guy or send him here in DA2...but yet the examples you provide next are essentially all doing just that in DA:O - Werewolves (You decide who to kill or to send away), Andrastes ashes is really not even something you see real reprecussions of unless you have certain people in your party...Loghain would be the only one I would say, but its still a stretch. He doesn't really have a huge impact on the story whether you recruit him or not.

I don't know about you but having some guy that I decided to let live come back years later and cause me grief in DA2 is a pretty tangible effect on the game world. More so than what models show up to help me in the final battle with the archdemon. And in the same sense, how you have interacted with your companions and built your relationships with them completely changes how sticks by you etc depending on who you side with in DA2. Thats almost exactly like DA:O with the only real impact of some of your main "choices" is who ends up fighting with you at the end.

#253
Psython

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I agree that the whole choice and consequence aspect seemed lessened in DA2 compared to its predecessor. I was hoping that Bioware would just totally go nuts with lots of choices that affected a wide variety of the game later, however, it never really happened. I think if you read the rpgcodex.com review of DAO there is a good example of how much deeper the role playing possibilities were and how choices could effect gameplay.

Dragon Age 2 has some interesting choices but they feel shallow to me because there is not a lot of actual consequences or long term effects to them. In fact, now that I am on my second character I can see that not much changes except for dialog even though I am roleplaying a mostly opposite character.

#254
Eclipse_9990

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 This was a really great, and entirely accurate review. Thanks OP. 

#255
Gunnarmarine

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wow what a terrible review! Those who have taken any kind of writing class can pick out all the fallacies this guy is using in his review. you are all reading complete garbage.

#256
lazuli

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The writer makes some good points when he isn't drowning in nostalgia.

#257
Ignus Burns

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Good accurate review.

Gunnarmarine wrote...

wow what a terrible review! Those who have taken any kind of writing class can pick out all the fallacies this guy is using in his review. you are all reading complete garbage.


Funny these people who disses the review with two lines and are completely unable to explain why it is inaccurate in any detail.

#258
Mad Method

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Gunnarmarine, I love how you assert there are logical fallacies in the review when your own post doesn't even contain any logic. Good job, chap.

Anyway, this review feels more like a post-mortem to me.

Modifié par Mad Method, 12 août 2011 - 12:43 .


#259
Mad Method

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Bumping the thread to let everyone know that this is Vault Dweller's review, and there is a new RPG Codex review from Konjad. It has its own thread - right here.

#260
Beerfish

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The Codex for the most part is a joke. A group of people patting each other on the back and trying to rudely one up each other in the creativity of their insults. There is an especially good element in there of frustrated people that either can't or have no balls to be writers or game makers and hold up their own work for scrutiny. As soon as I see the word 'Codex' in a statment of a review i pass it over as tripe or garbage.

They have totally earned the same kind of scorn they enjoy heaping on others.

#261
Mad Method

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Beerfish, gonna quote Page 4 of this thread:

Merkwürdigliebe wrote...

Steven83 wrote...

As if VD can actually make a better RPG! Everyone's a critic, but when the challenge is out for those to make a playable product, they rather stand back and play classic old games and grumble why today's games are too dumb for them.

If you're so smart, make your own games then.


http://www.irontowerstudio.com/
http://en.wikipedia....ge_of_Decadence

He actually is working on it already.

I've seen Vault Dweller's writing for Age of Decadence (You can find it on the Iron Tower Studio forums.), and yes, I think it's a lot better than DA2.

Modifié par Mad Method, 12 août 2011 - 12:18 .