But my point is that it would probably go against the code of the Qunari to just let her go. So the Qunari would have a problem, hence they demand her too. It's logical for them, perhaps not for us as humans.
The beliefs of the Qunari shouldn't be changed just so that there's a 'nice' option - the whole point of the act seems to be about the issues of the Qunari code of honour and how it clashes with other beliefs.
You're missing the entire point the reviewer was trying to make in bringing up the Qunari "crisis". The game devs failed to give us, the players, a means to roleplay our way to alternative solutions with the Qunari. Instead of the act ALWAYS ending the exact same way, we could've been presented with the opportunity to find the relic ourselves, to side with the Qunari, to explore other solutions to their problem, to discover their plot to take over Kirkwall beforehand, to make enemies with the Arishok, to seek a diplomatic solution, to convince the Arishok that humanity is more than it seems to be, etc. etc. This is an issue which could've and should've been given multiple solutions each with unique consequences (a staple of Dragon Age: Origins). Why didn't they take the time to give us CHOICE in the major conflicts?
We have come to expect choices and consequences. DA2's story is entirely fixed and unchangable. We're presented only with the pretense of choice. The choices you make as Hawke have no weight - no matter what you say, Anders will always do what he does, Meridith/Orsino will always meet the same end, the Qunari crisis always ends the same way, etc. The choices you make as Hawke barely matter even for the tiny filler quests - NPCs you set free now will either die now or die later. How is that engaging or interesting in the slightest? It's not. It's poor writing. None of the interesting issues in DA2 are fleshed out to a satisfactory degree.
This is why so many are angered by DA2. There is barely any roleplay because the story does not react to how you play your character in any meaningful capacity. It's painfully apparent that in rushing the game to the market, the devs only (barely) had the time to piece together a single plotline.
Modifié par Impmacaque, 25 mars 2011 - 11:19 .





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