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What the Writers did completely right!


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#51
Deztyn

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I'm happy to share the love for our grumpier family members! <3

Something else I love: Aveline and Donnic. Pretty much everything about them.

Modifié par Deztyn, 01 avril 2011 - 03:51 .


#52
Inzhuna

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@OP I love how you described Varric. So true :)

#53
yllamana

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I really enjoyed the way characters recurred through the acts. Ser Thrask, the nice templar guy, is one example (though the way they killed him off while I was cutscene-flatfooted or whatever was really stupid). I loved how those characters reappeared and how I could talk to them outside the quests and get a little line or whatever, like talking to Thrask while he stood around the Gallows.

I also quite enjoyed how the plot, overall, flowed together. It seemed like things were introduced and hinted at and then became major elements later on. That was really cool.

I enjoyed a lot of the companions in this one, as well. Varric, Aveline and Merrill were definitely the highlights there, and the little conversations they had were delightful. The parts where you could hand over to them during a conversation were fantastic. And yes, Hawke's voice acting was really great too and I enjoyed the cynical lines, especially the ones where I was a bit dubious about something and it conveyed it perfectly.

#54
ZombiePowered

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Companions were fantastic--I even liked Sebastian, and I'm normally not one to like the incredibly religious. He surprised me though in his thoughtfulness, and how truly conflicted he was over his commitments to Starkhaven and to the Chantry. He was a refreshing change from the legions of Chantry-affiliated pricks.

I especially liked Varric--I hope he appears in future stories with Hawke, be they DLC or expansions. He's so very complicated, but in control of and at peace with those complications, while keeping simple on the surface. He makes for an excellent best friend/most trusted companion. I hope we get more of him. He's such a nuanced character that I think he still has much to offer.

Anders was the best, however. His betrayal was so... unexpected. I legitimately felt betrayed for the first time in a game ever. I didn't see it coming, and I was horrified and astonish at what he did. It was superb, and I felt legitimate remorse as I killed him, even though I knew it needed to be done, that my old friend from Awakening was really no longer himself, that he had ceased to be when he fused with Justice.

I actually felt that one thing Bioware did really well in DA2 was forcing you to reconsider your opinion on many issues. All through the game I kept siding with the mages, even as blood mages ran rampant all over the place. I just convinced myself they were rogue elements, a small minority blown out of proportion. But when I finally saw Orsino, the man I had more or less signed a death warrant for myself and my companions in order to protect, give in to demons and blood magic and justify every accusation I was trying to refute, I had to abandon my stance. I walked into the Gallows courtyard ready to admit Meredith had been right all along, only to find she had been corrupted by something just as bad as the blood magic she so feared. I walked out of that whole city in disgust of everyone except Cullen. The lyrium-induced insanity was a bit of a (unneccesary) cop-out, mostly because it just wasn't hinted at enough. There should have been a quest or two to try and track down the purchaser of the idol. Still, I really liked that the events at the Gallows just jaded me against both groups, that they left a bad taste in my mouth. The cinematics there could have been more polished, and the two betrayals should have been foreshadowed a bit more, but the writing was good, and I loved that Orsino and Meredith in their extreme hate of each other became everything they were fighting to destroy--that their love of their own principles simply became hatred and paranoia of each other and led each to become just as bad as the other. It was a solid ending for their plot line--I just wish I'd known them when they were still fighting for the noble principles they once stood for.

Modifié par ZombiePowered, 01 avril 2011 - 06:30 .


#55
Foolsfolly

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I will say some of the choices were tough. And not Mass Effect tough, the two series have very different shades of gray (largely ME has no gray).

The two toughest choices for me were oddly similar. To kill or not kill Varric's brother and Fenris's sister.

Those were tough for me. I just stared at the screen for a while really thinking on the matter.

#56
Darth Krytie

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What the writers did right? Everything. I loved the whole entire game. My issues with the game have everything to do with minor gameplay annoyances and nothing to do with the story. The ability to have Hawke have a personality based on dialogue choices was excellent. The quests all mattered. Aside from the find and return quests, every quest was important to the main plot, albeit tangentially at times. It was never inexplicable (like why the hell would the warden be gathering garnets for some jackwagon while there's a blight going on).

I felt moved and involved in the story. I loved it. The romances were (well, Fenris and Anders at least--never get to romance anyone else cause Anders owns my heart) gorgeous.

Oh, my heart. I can't wait for more in this world.

#57
Oneiropolos

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Throwing another one in since I am just reaching him again in the second playthrough...

The Arishok. I never felt like he was my 'buddy' or that I wanted to join him, but I actually felt some pride when he declared I was the only one worthy in town and all that. The way you can disagree entirely with him and how it can almost inevitably come to a head where you have to kill him (or hand someone over to him who just came back to try to save your hide even though they were safe, which I can never accept as an option) was just really well written. I completely bought into the characterization of the Arishok even as the Qunari remained that race I just couldn't ever quite 'get'.

#58
David Gaider

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From my perspective, I think there's a lot to work on and improve, and certainly we've gotten a lot of criticism from some corners-- much of it deserved, some of it not. We're perfectly capable of criticizing our own work as well (there's not a game I've put out that I'm not painfully aware of the flaws in prior to it shipping), but it's nice to also see that there were parts that some people really enjoyed as well. That is also good to learn from.

So thank you. Interesting read.

#59
LyletheBloody

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David Gaider wrote...

From my perspective, I think there's a lot to work on and improve, and certainly we've gotten a lot of criticism from some corners-- much of it deserved, some of it not. We're perfectly capable of criticizing our own work as well (there's not a game I've put out that I'm not painfully aware of the flaws in prior to it shipping), but it's nice to also see that there were parts that some people really enjoyed as well. That is also good to learn from.

So thank you. Interesting read.


Out of curiosity, what criticism has struck you as fair and what has struck you as unfair?

Full Disclosure; I enjoyed DA2.  I thought the gameplay was a huge improvement, but I didn't think the story met the high HIGH bar of the story in DA:O (not that that would have been an easy thing to improve on).

#60
Horus Blackheart

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For me there are parts that work really well the framed naritive is great. in the case of DA2 however it needs some refinement. If all roads lead to one end (which is fine and expected why cant we impact the middle more? we got forced to pick a side when all i really wanted to do was say 'your all nuts I choose my own way' If that ment converting to the qun all the better. For all hawks vaunted influnce I never felt able to exorcise it in any meaningfull way when it mattered (because that might wreck the story)

'pick a side and i demand its me!'

hawk 'but your all crasy'

'we dont care'

ok then i'll just be over here now.....

thats what fell flat to me the concept was great i've just seen it applyed better.

#61
Blackout62

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The Long Road. Full Stop.

#62
David Gaider

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LyletheBloody wrote...
Out of curiosity, what criticism has struck you as fair and what has struck you as unfair?


To be perfectly honest, I'm not sure that's a conversation I'm willing to have just yet. We're still in the process of our own post-mortem examinations of what went right and what went wrong, but there are some people that simply wouldn't want to hear that we think anything went right and would interpret even the suggestion of such as us completely ignoring what went wrong.

Which is fair enough. If I were to point at any of the "unfair" criticism it would probably that which paints DA2 only in terms of what someone wanted it to be rather than what we intended to be, which is also fair-- but there's also a lot of emotion involved, and thus insofar as criticism goes I'll simply say that we're reading it and aware of it but it might be a while before we start discussing it.

It's not my intention to draw this thread into a focus for negative comments, however. Just to thank the posters for offering constructive positive feedback as well.

Modifié par David Gaider, 02 avril 2011 - 06:21 .


#63
DeffFace

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What went right for me?

Definitely Aveline. Great writing on a complicated, sincere, and very lovable character. I was also happy to see she was NOT a love interest. It was refreshing and fun to help her fall in love with Donnic. I wish we could've had a cut scene on the wedding. I felt a connection to her and was happy things worked out for her.

Varric was great, as people have said. The conflict with the Qunari in Act 2 was excellently written.

Mostly though, the DIFFERENT sort of story. I liked (in Acts 1 and 2), NOT having a clearly defined goal, wandering around, doing jobs, making the story for myself and feeling like Hawke was developing organically, rather than through a set of forced choices. It was more of a sandbox type experience, rare in a CRPG, more akin to something I'd run as a DM back in the day ("Ok, you're in a city. What do you want to do?"). It's tough to do this well, especially in a CRPG where there's limited choices, but I think for their first outing at it Bioware got this pretty good.

#64
DeffFace

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David Gaider wrote...

LyletheBloody wrote...
Out of curiosity, what criticism has struck you as fair and what has struck you as unfair?


To be perfectly honest, I'm not sure that's a conversation I'm willing to have just yet. We're still in the process of our own post-mortem examinations of what went right and what went wrong, but there are some people that simply wouldn't want to hear that we think anything went right and would interpret even the suggestion of such as us completely ignoring what went wrong.

Which is fair enough. If I were to point at any of the "unfair" criticism it would probably that which paints DA2 only in terms of what someone wanted it to be rather than what we intended to be, which is also fair-- but there's also a lot of emotion involved, and thus insofar as criticism goes I'll simply say that we're reading it and aware of it but it might be a while before we start discussing it.

It's not my intention to draw this thread into a focus for negative comments, however. Just to thank the posters for offering constructive positive feedback as well.


When (if) you're willing to have it, I look forward to having an intellegent and respectful conversation with you on these boards. :)

#65
Paeyne

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David Gaider wrote...

To be perfectly honest, I'm not sure that's a conversation I'm willing to have just yet. We're still in the process of our own post-mortem examinations of what went right and what went wrong,


This is perfectly reasonable.  I am sure there are many that believe that <insert issue grievously wrong with the game here> needs to be addressed or acknowledged by the Dev team NOW.  There is, however, many of us that try to state our criticism reasonably and in good faith.

I can't think of a single writer, artist or designer that deems their work perfect.  I am sure there are a few that do, but they would be the only the only ones who do.

Personally, I did not like the Fenris character.  He wasn't particularly badly written, however having a completely unreasonable anti-mage zealot seemed jarring when paired against a completely unreasonable pro-mage zealot (Anders)..

I did like Meredith, very much, even when she completely lost it.  Given what happened to her, I felt sorry for her.  She deserved to be remembered for her contribution to Kirkwall over the last thirty years and she will probably only be remembered  for her actions over the last three.

If I were Hawke I would have a generous helping of guilt.  Of course, if I were Hawke I wouldn't be slaughtering a quarter of the population of Kirkwall either.  Even still, I bet he doesn't sleep very well at night.

#66
Statulos

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What you nailed:

-Gifts! Now it´s part of the plot, they feel organic and they bring nice conversations. Yes, this also happened with Alistair´s pendant or Morrigan´s mirror, but now it happenes to every present. Well done guys! Here, less is more. :)

-Personal conversations. Now, when something happens that makes your companions look with the WTF face, the game takes it as a conversation. It was present in DA:O (Alister after Redcliff) but now it has been pushed further and I like it. However, I´d have loved to see its effects more often on more companions. For Isabela is huge (returning with the book or not...), but it would have been nice to see it on others not only in the final showdown.

-Completely mundane quests that turn to be memorable. Aveline´s weird romance is perhaps the best example. It will not change the world forever, sure, but it changes Aveline forever. I liked that.

-Companions as part of the conversations. This felt great; from Varric BSing people to Bethany calming down other people.

-Not answering all the questions. I loved the "unclear" explanation for the sacred ashes and now it´s back in the form of the band of three. Supernatural elements in a fantasy game are difficult since magic exists. However, magic is not supernatural, especially when it have the cardinal rules. Weird stuff is still out there and is unexplained, like the Black City or if there´s something beyound the Fade. Do NOT explain or set anything of that in stone, keeping the mistery is simply great.

-Everybody is a bastard. There are truly very few nice people. It´s almost only your companions and not much mure you can trust. Everyone is a murderer, an oportunist and a fanatic. Yes, people will call you names thinking it´s unrealist but if it´s dark fantasy, it is for a reason. Even the people with the best intentions does things terribly wrong (Merril) and completely opportunists sometimes do nice things (Isabela). Keep the grim tone in that gray area.

#67
LadyBri

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ZombiePowered wrote...

Companions were fantastic--I even liked Sebastian, and I'm normally not one to like the incredibly religious. He surprised me though in his thoughtfulness, and how truly conflicted he was over his commitments to Starkhaven and to the Chantry. He was a refreshing change from the legions of Chantry-affiliated pricks.

I especially liked Varric--I hope he appears in future stories with Hawke, be they DLC or expansions. He's so very complicated, but in control of and at peace with those complications, while keeping simple on the surface. He makes for an excellent best friend/most trusted companion. I hope we get more of him. He's such a nuanced character that I think he still has much to offer.

Anders was the best, however. His betrayal was so... unexpected. I legitimately felt betrayed for the first time in a game ever. I didn't see it coming, and I was horrified and astonish at what he did. It was superb, and I felt legitimate remorse as I killed him, even though I knew it needed to be done, that my old friend from Awakening was really no longer himself, that he had ceased to be when he fused with Justice.

I actually felt that one thing Bioware did really well in DA2 was forcing you to reconsider your opinion on many issues. All through the game I kept siding with the mages, even as blood mages ran rampant all over the place. I just convinced myself they were rogue elements, a small minority blown out of proportion. But when I finally saw Orsino, the man I had more or less signed a death warrant for myself and my companions in order to protect, give in to demons and blood magic and justify every accusation I was trying to refute, I had to abandon my stance. I walked into the Gallows courtyard ready to admit Meredith had been right all along, only to find she had been corrupted by something just as bad as the blood magic she so feared. I walked out of that whole city in disgust of everyone except Cullen. The lyrium-induced insanity was a bit of a (unneccesary) cop-out, mostly because it just wasn't hinted at enough. There should have been a quest or two to try and track down the purchaser of the idol. Still, I really liked that the events at the Gallows just jaded me against both groups, that they left a bad taste in my mouth. The cinematics there could have been more polished, and the two betrayals should have been foreshadowed a bit more, but the writing was good, and I loved that Orsino and Meredith in their extreme hate of each other became everything they were fighting to destroy--that their love of their own principles simply became hatred and paranoia of each other and led each to become just as bad as the other. It was a solid ending for their plot line--I just wish I'd known them when they were still fighting for the noble principles they once stood for.



I do understand what you're saying as far as Orsino and Meredith completely going nuts in Act III.  On my first playthrough, I was totally shocked and I kept asking myself "How the **** did this happen??"

However, in defense of the writers, on more playthroughs there is some foreshadowing that something is a bit off with those two.  For example, the note in Quentin's basement room of the foundry about how cool his research is signed by "O" of the Circle.  Or, talking to the bartender in Act III and one of his rumors is that people walking by Meredith's room can hear her talking to herself and it's creepy.  Of course, such things might not click on a first playthrough, but there is some foreshadowing available.

#68
Cavalier753

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Bethany. My favorite character in the game, Varric as a close second. I felt Bethany really was my friend and that we supported each other, because that's what family is supposed to do. Her story was really sad, because all she wanted was a normal life, but she couldn't because she was essentially victimized by her magic. I fell in love with Bethany the moment I spoke to her, because I could really feel for her plight. Her character was somewhat quiet and shy, but that's because she's spent her whole life hiding from those who would treat her as a criminal. I can't even play my Mage Hawke because it's just not the same without her. Some people like Carver more because they think he had more of a robust character, but IMO I believe that's because he's more loud and straightforward with things, and Bethany is your trusty companion who will always be by your side because that's just what she does. She's your lovable sister who you can't get enough of. I'm gonna be honest here. I cried during two parts of the game, and that's when mother died, and when I gave up Bethany to the Wardens. I know it's just a game but in the short time I spent with Bethany I really felt connected with her. She was this sweet, innocent girl who just wanted to be a normal person, but the darkspawn or Templars inevitably took that away from her, which is why the Warden and Bethany are going to team up in DA3 to blow up some freakin darkspawn.

#69
Foolsfolly

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It's not my intention to draw this thread into a focus for negative comments, however. Just to thank the posters for offering constructive positive feedback as well.


I'm tend to focus more on negatives. It's easier to say something's wrong than right, after all.

But there is good work in DA2. I cannot over state that the dialogue is great. It's funny, endearing, and each character definitely has their own voices. During my first playthrough I'd take the time to actual switch out characters and walk past banter triggers to listen to different characters.

If the character work wasn't so good I'd never run around in the same areas just to listen to them talk. It's really enjoyable.

I love Night Terrors as well. I liked seeing the different characters break plus it allows for gift-giving levels of friend/rival points afterwards for those metagamers in all of us.

Most companion quests were great. I liked Fenris's quests for the dialogue and choices but the locations just don't live up to anything. The Act 2 quest where you go to a slaver holding pin built into the mountain is just the generic Deep Roads map, disappointed me. Interesting location idea that was cobbled together by older map pieces (I believe there actually is a cage-like area at one point, but it's still the Deep Roads map).

And I acknowledge that the other companion quests reuse maps but for that mission I had a sense of dread because of the location. I was taking an ex-slave to an old Tevinter slaving pin. This wasn't going to be pretty. But...Deep Roads.

Magistrate's Orders was great.

The Deep Roads Expedition was a fun mission. Multi-load zone missions are rare in this game and this felt nice. Liked the betrayal. Liked the final fight.

Enemies Among Us was great as well. I loved the idea of a mad mage corrupting Templars to sow fear and distrust among the Templars. That was a nifty plot idea. As was the blood mage controlling Hawke. Whenever you take away control from the player there's tension. I was like "Meep!" And she was like "Pffst" and then Bethany was all like "Grr!" And then the mage was all "Meep!"

It was great. Great enough for me to butcher an Oghren quote.

Those are some standout moments. Other than the already mentioned companions, dialogue, and damn near everything Qunari.

#70
Paraxial

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I felt that the writers did quite a bit right. The companions and were all well written, as was the story. The writers did a great job with the game, my only 'issues' with the game dealt with how buggy it was on release, minor gameplay changes, and lack of armor customization for the companions. Even those issues weren't major, I actually liked the idea of companions choosing their own armor. I was just disappointed that there was so little we could do to upgrade/alter their armor, the four upgrades were nice but did very little to alter how the gear looked, which I felt could have been done a bit better.

I genuinely loved Dragon Age 2, and though some of the simplifying and changing of a series that I love was a bit jarring at first, it grew on me. As far as things i'd like to see in Dragon Age 3, if it is ever announced, there isn't anything I could imagine having the writers change. Making the romances a little more deep, more conversation, the usual nitpicking nonsense that all fans want. The writers did an excellent job of making a memorable experience.

Modifié par Bible Doctor, 02 avril 2011 - 08:12 .


#71
Eollodwyn

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The writing in this game was wonderful. It had its flaws, here and there, but overall it was wonderful. The story was amazing and every single character was superb!

I don't know if this was the writing team per se, but I'm loving the friendship/rivalry system, and the gift system as well. It's such an improvement on Origins.

#72
LobselVith8

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Besides Anders, I liked Merrill a lot. I thought it was interesting that you had a socially awkward woman who was bright and used her intellect to piece together a two thousand year old piece of elven technology from all the lore she collected and a single shard from the Eluvian. She was alone because no one else had any faith in her, and she was willing to help her people, even if the cost was her life.

Trying to restore the Eluvian so she could give her people back their history was similar to the Warden's venture into the Frostback Mountains so he could find the mythic Urn of Sacred Ashes, but where Haven leads to the Hero of Ferelden finding a resolution to his search, Merrill is denied a similar outcome. She was exiled from her clan, her name is villified, she spent years dedicating her life to the lore and the reconstruction, and the opportunity to help her people was taken from her grasp.

Merrill was one of the few capable people who handled magic - as well as blood magic - responsibly. Hawke can like everyone else who has no confidence or faith in her and dismisses her intentons, or the first true friend who believes in her and trusts her in something he has no real knowledge about. I thought she was a great character, and I hope we get to see more of her in the future.

#73
Cavalier753

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These guys are smart. Especially those thoughts on the armor upgrades. I like the idea of companions choosing what they wear. I mean, are you going to let your friend choose what you wear? And every upgrade should've changed their appearance at least a little each time. All in all, I believe it was an overall great game.

#74
Twistedmask

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David Gaider wrote...

LyletheBloody wrote...
Out of curiosity, what criticism has struck you as fair and what has struck you as unfair?


To be perfectly honest, I'm not sure that's a conversation I'm willing to have just yet. We're still in the process of our own post-mortem examinations of what went right and what went wrong, but there are some people that simply wouldn't want to hear that we think anything went right and would interpret even the suggestion of such as us completely ignoring what went wrong.

Which is fair enough. If I were to point at any of the "unfair" criticism it would probably that which paints DA2 only in terms of what someone wanted it to be rather than what we intended to be, which is also fair-- but there's also a lot of emotion involved, and thus insofar as criticism goes I'll simply say that we're reading it and aware of it but it might be a while before we start discussing it.

It's not my intention to draw this thread into a focus for negative comments, however. Just to thank the posters for offering constructive positive feedback as well.


I'm actually glad I read that.  I admit I've been a little worried that the amount of both emotional and non emotional negative feedback online might skew the what can be percieved as the game's reception.  If I were going jus on what I've read online, I'd believe DA2 is an abomination of a game, which isn't true.  It's actually very enjoyable, and there have been a lot of people who have been able to point out quite a bit of the goods as it were.  But DA2 was enjoyable and a good game
I have to wonder, while some of the core crowd may have been displeased with DA2, how was it recieved by the wider audience?  Did the change of style bring a larger audience?  I'm actually very curious but I'm content enough not to go prodding for information.  ;)

#75
Torax

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 The Writing, the Voice Work and the Camera Work was perfect for telling the Story. The Story it'self is more personal than Origins which only took time to get to used to. The characters were interesting and compelling. All of the Companions have their strengths.

For Anders;
I would have wished that Anders had a slower shift into "We need War". But past that the fact that I am compelled to kill him each time means he was written right. Trying to change Anders is hard in my mind. He was what he needed to be for the story I think. I just wish there could have been a way to shift/prevent but that is more Gameplay than Writing.

Merrill;
Her story is really well done. The first time I played it surprised me really. I figured I was just going to help her and odds are she would give up on working on the Mirror. Watching the downward spiral that had so much of it out of her hands was compelling. Like so many of the companions, her friendship and rival paths are well done.

Siblings;
I loved them both. They were what they needed to be. I just wish that they weren't taken away so fast. By the time I was really enjoying them, they were gone. I know it adds drama to lose the family member. I just at the very least wished it didn't happen right there. Honestly though it's not like I would have had a better solution of when to take them away. Truth be told, I wish they would have stayed.

The rest of the companions were perfect. Fenris, Varric and all. I even liked Sebastian. He was a perfect way to help give us insight into the Chantry point of view. The only point of view missing from the companions to me was the Templars. While yes Fenris was not pro mage. He wasn't exactly pro templar either. I know not all players were pleased by the characters but I enjoyed them overall. Taking them as they were.

The Companion Banter is one of the best parts about Dragon Age games and it was still there. Having the characters make fun of each other just reminded me of things like Sten vs. Morrigan and Wynne vs. Alistair when Alistair was romanced. It's basically where as I'm walking and they start talking I stop. What I also loved more is how other characters and even yourself may chime in. I also love how randomly they may mention something. Merrill and the "There is a fire" had me face palm my first play through.

The Arishok, Meredith, Orsino and all of them were well done to me. I just wish there was more interaction but who wouldn't. The Arishok stood out to me. It all fit perfectly with him. The Honor by his actions, the patience it must have taken for him to tolerate it all. It was also because of the insight into the culture. Meredith and Orsino were also well done. Though it's far more of a crash course since Act 2 is mostly just the Arishok and the Viscount.

Overall the other characters you come across were perfect for what they needed to be to me. We had the evil mages & templars. The few good ones to help justify each sides. Cullen's return made many happy as well I'm sure. The writing was moving through so much of it. Leandra's death and the aftermath of it was very moving. I'll admit it. It took me a while to get over. Say 5 days or so. Even now I still hit escape through most of it. That probably hit me the hardest in a RPG. I felt helpless and wasn't ready for it at all. WELL DONE!

For the lighter side. As I'm sure most will admit. The Long Road was perfect. I was face palming a character's actions with the widest grin. It took this serious character and just made it one of the brightest parts of the game. Between Long Road and things like most of the Sarcastic dialogue had me smiling despite the dark story. One thing I hope that would continue into DA3 by the way was things like Varric & Sarcastic Hawke talking about kill counts mid fighting. Even if it's new characters  for the next game please have that. I even loved it when Hawke was the only one counting.

The dialogue wheel + the character's voice changing was the best thing ever. I also liked how flirting was added into the conversations more fluidly. For a game like Mass Effect 2 it was more about which character you talked to longer was a romance. This one was more fluid to me. Also felt more like not romancing a character meant you still weren't missing out since most the conversations are there regardless besides a visit to the estate or 2. Also being able to call on companions was nice at times. I love when you can have Aveline scare that vendor into giving up the share to Athenril as an example.

Only real complaint I have is just where I'm presented with a choice but not allowed it. Such as being offered on the dialogue wheel the refuse of helping Petrice but then I still have to escort the Qunari. Why am I asked what I want if I'm not given the result in the first place? Left me feeling less like a role play almost. I wold have been happy with not having the choice and playing the story alas Mass Effect 2 than being offered it and then taken away. Just something to consider for the future. The other being the repeated dungeons but that didn't bother me so all that much.

Overall the game is great and I do enjoy it. Perfect? Well are they ever? Probably not. We all can't be ESCAPE FROM MONKEY ISLAND! We can try but we never will be.

p.s. sorry the caps is required. You can't say it's name without it.

Modifié par Torax, 02 avril 2011 - 11:09 .