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What went wrong in Dragon Age from Rock Paper Shotgun


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#101
Pandaman102

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Bitterfoam wrote...
And that's where I stopped reading. Geez, there's so many of these. The blogging age really does wonders for furthering stupidity of language and making a real muckery of all things literary-interpretation.

Yes, yes, go ahead. Bring the flames. By all means.

As long as you aren't dismissing arguments you haven't read out of sheer pettiness over the statement of a simple observation: when you label something a sequel, people expect a sequel.

Opinions of what defines a "sequel" aside you have to admit that DA2 is a very different beast from DA:O. I honestly can't say I recall any RPGs that I've played in the past that have had sequels that change things up so much (and no, don't bring up Fallout 3, that is an entirely different can of worms), so what precedence was there to expect DA2 to be anything but adding upon DA:O's foundation rather than streamlining and replacing?

Edit: Wait, just remembered Ultima 8 and Ultima 9, not that those are particularly good examples considering how terrible both games were.

Modifié par Pandaman102, 01 avril 2011 - 03:11 .


#102
Kasces

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DA 2 isn't that different from Origins in my opinion. The Qunari and Darkspawn look different, combat is a second or two faster, and companions only change clothes if they change themselves (this aspect needs to be diversified though) really everything else is exactly like Origins. It certainly feels like I'm playing a Dragon Age game. *kanyewest shrug*

#103
Dagiz

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Pandaman102 wrote...

Bitterfoam wrote...
And that's where I stopped reading. Geez, there's so many of these. The blogging age really does wonders for furthering stupidity of language and making a real muckery of all things literary-interpretation.

Yes, yes, go ahead. Bring the flames. By all means.

As long as you aren't dismissing arguments you haven't read out of sheer pettiness over the statement of a simple observation: when you label something a sequel, people expect a sequel.

Opinions of what defines a "sequel" aside you have to admit that DA2 is a very different beast from DA:O. I honestly can't say I recall any RPGs that I've played in the past that have had sequels that change things up so much (and no, don't bring up Fallout 3, that is an entirely different can of worms), so what precedence was there to expect DA2 to be anything but adding upon DA:O's foundation rather than streamlining and replacing?


Yes but even Fallout 2 was different than Fallout 1.  took place 80 years after the events of the first game.  NWN2 did not really have anything to do with NWN.  Not talking fallout 3 (which I did like going to a different area...California is so over rated as a place and i used to live there).  I guess it is a matter of perspective and opinion.  I  liked going into a different area of Thedas.  My warden is off living the good life recruiting other wardens.  His story was over.  I wanted to see what else this world has to offer.

That being said, we could just go round and round on this one point and I am pretty sure we won't convince each other about our point.   I  will say its a good write...I just don't agree with that part of it.  

#104
DTKT

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Bitterfoam wrote...

DTKT wrote...

Snip


Keep in mind one thing.

It's not a review. It's his impressions of the game.

Incorrect. By being authored and posted, it becomes a review. If he wanted to post his impressions, he should have done so on a personal blog. Though, yes, he does state it's going to be subjective, which doesn't do much to endear him.

Furthermore, the link address has, right there, the word "analysis" in it. Analysis indicates review, not subjective impressions.


I'm slightly confused. What do you mean by authored and posted? What is the difference that he post it on Rock Paper Shotgun, a site that is basically built as a blog. Same thing with Kotaku and many other "Web 2.0" sites.

There seems to be two kinds of stance regarding reviews. One wants a completly subjective assesment of the game. The other doesnt mind if the authors personnal perception is used as content inside the review.

The issue I have with that division is that people seem to dismiss reviews that they consider "subjective".

#105
Zhijn

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Is it really such a big deal if its a review or not? He has something say so he says it.

You can agree to disagree about what he is saying, but debating if its a review, really?. =/

#106
Dagiz

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Zhijn wrote...

Is it really such a big deal if its a review or not? He has something say so he says it.

You can agree to disagree about what he is saying, but debating if its a review, really?. =/


It's better than arguing about Varric's chest hair isn't it? 

#107
Morroian

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Pandaman102 wrote...

Bitterfoam wrote...
And that's where I stopped reading. Geez, there's so many of these. The blogging age really does wonders for furthering stupidity of language and making a real muckery of all things literary-interpretation.

Yes, yes, go ahead. Bring the flames. By all means.

As long as you aren't dismissing arguments you haven't read out of sheer pettiness over the statement of a simple observation: when you label something a sequel, people expect a sequel.

Opinions of what defines a "sequel" aside you have to admit that DA2 is a very different beast from DA:O. 


Different yet similar. Despite the differences it still feels like a Dragon Age game.

#108
Morroian

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Zhijn wrote...

Nicely written. Much of it is spot on.

I do think Aveline was probably the only character that grew on me, considering she was really the only one who seem to evolve during each act. Rather then anyone else, even Hawke.

Hawke is your character, you have to roleplay Hawke evolving. The tools are in the game to do so.

#109
Conduit0

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optimates0193 wrote...

I wanted to comment on this part here. The combat absolutely requires less tactics, regardless of the difficultly level. You are correct in that the basics have essentially changed in those two ways. What you've missed (or ignored) is the drastic difference in the design of encounters.

Nearly every fight has waves that spawn in on top of you at random locations. This means you can't possibly strategically position and move your characters,. The only feasible strategy is to keep everyone lumped together in a blob and focus fire bad guys down. Not to mention some of the special abilities of lieutenants. I want to form a chokepoint with my two warriors to keep my mage safe? Oh, that assassin just teleported right past everyone and backstabbed him anyway. I want to stealth my rogue in behind the enemy line and take out that mage? Oh, the mage just bubbled up and/or teleported away. These things completely change the way the game plays, and not for the better.

Were there winning stratgies in DA:O? Absolutely. But at least in that game I had the freedom to choose how I'd approach the fight and the game rewarded me for taking a tactical approach. In DA:2, my only choice is to keep everyone in a blob moving together and focus fire targets. There's not even a point in using cross class combos really, because the speed of the combat is so fast that everything dies pretty quick anyway.  When you realize you're going to be doing the same thing fight after fight after fight, it starts to become boring.  

Now I just want to preface this responce by stating that I think the wave mechanic was massively overused and makes many encounters needlessly tedious.

However, I hate to be the one to break it to you, but there was nothing "strategic" about the combat in DA:O. Abusing a hopelessly simplistic enemy AI is not strategy by any stretch of the imagination. Every encounter in DA:O fit one of two formats. Format 1, choke point, draw enemy to choke point, drop overpowered aoe, go make sandwich, return to collect loot. Format 2, no choke point, send in your virtually immortal tank who couldn't lose a enemy even if he was farting mustard gas, while the rest of the party kills everything in sight without fear of ever coming under attack. And yes, this holds true even on nightmare.

I'm sorry that DA:O made you feel like a tactical genius because its encounter mechanics screamed, "ABUSE ME". While DA2 forces you to adapt to a changing battlefield, actually requires you to actively protect your squishier companions, and forces you to use control and aggro management abilities to keep fights under control. But I guess you're right, that does make it a far less tactical game. Image IPB

Modifié par Conduit0, 01 avril 2011 - 03:38 .


#110
Horus Blackheart

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similar in that it shared the wider seting and name diffrent feel all together. To me its like origins was the clasic car and DA2 was the cheap production model.

#111
_Aine_

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Disagree about Aveline, agree with most of the rest.   He said it with testosterone and a side of angst where I would have said it with estrogen, diplomacy and a litter of kittens, but "same 'cept different".  

It also reaffirmed my take-away feeling that a) I was not *really* the main character and B) despite being IN the world, I did not touch it, change it, affect it.   I could *know* my companions, but only talking to me when they felt like it or needed something, it wasn't the same connection. Still fine, just not DA:O level.  DAII is kind of the Carver  to our Hawke of the Dragon Age series thus far I guess, in an uncomfortably-fitting analogy. :P  

I am still playing through it multiple times: partly to explore what I truly did *enjoy* about the game and partly to keep alive a feeling of some hidden redemption, that the key to understanding the alchemy of the changes was in there somewhere...  that there are concealed, missing options.  Alternate endings.  More conversation.  It likely isn't of course.  It is NOT a bad game, it is just difficult for people who *adored* the first one to look at this one and forgive it its predecessor.    So, it ends up being more a commentary on how we personally accept the differences and changes than true unbiased criticism without comparison.  

Modifié par shantisands, 01 avril 2011 - 03:55 .


#112
Pandaman102

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Dagiz wrote...
Yes but even Fallout 2 was different than Fallout 1.  took place 80 years after the events of the first game.  NWN2 did not really have anything to do with NWN.  Not talking fallout 3 (which I did like going to a different area...California is so over rated as a place and i used to live there).  I guess it is a matter of perspective and opinion.  I  liked going into a different area of Thedas.  My warden is off living the good life recruiting other wardens.  His story was over.  I wanted to see what else this world has to offer.

That being said, we could just go round and round on this one point and I am pretty sure we won't convince each other about our point.   I  will say its a good write...I just don't agree with that part of it.  

I think this is part of the "Dragons Age: Origins Clone" mistake that people seem to make when the word "sequel" comes up, because I didn't say anything about the story needing to be directly related. I happen to like the basic premise of DA2's plot and I agree the Yet Another BBEG plot is a bit old, I just don't think that the DA2 mechanics did as much with it as DA:O did with its admittedly generic plot - and therein lies the problem.

I don't want to go into some lengthy rant on points I've already talked about before, but basically Origins left me going "holy crap, they took a generic plot covering so many different areas and stiill had such rich a illusion of choice, DA2 is going to be epic when they shift the focus to one city and greater focus on personal gain". And then it didn't. It gave me gofer quests after gofer quests with a few interesting ones that appeared to have alternate consequences but panned out to nothing in the end.

#113
Koross

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Oh wow just read the article in the OP and I must say I agree with him for the most part even though I think I enjoyed the game more than him. Then again, I was on my 2nd play through where I inadvertently stopped with the excuse that there are newer games out that needed my attention.

The thing that I strongly agreed with the article was that ultimately, Bioware didn't make you care your character enough. In addition, the seemingly light and of no consequence relationship you share with your companion makes the world dull. In the end, no matter your choice, no matter your like or dislike, you will still follow down the same path.

In its own right, the game is still good but is it good enough to be Dragon Age 2 and a Bioware product? I highly doubt it.

#114
Cucco

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Spot on.

Really liked how he dissected the plot-especially the family and Anders related stuff. I also had the exact same sensation in Act 3 with regards to battles, but I didn't lower it to Casual haha, that is going too far.

The food for thought regarding what would someone's reaction be to a game like this if it wasn't Bioware is very true. Had this been a game from a company that wasn't among the elite, I would not have bought it knowing it had recycled environments and took place in one city (especially if it didn't have a tactical view). The only reason I did was because it was a Bioware game, specifically because I'm always searching for that modern day Baldur's Gate (which I don't think will ever come). And if, Maker forbid, I did end up buying the game from an unknown developer, I would have pawned it off to a friend after the first Act, and definitely not gave it much thought afterwards. I definitely would not have gone to the trouble of writing in the forums for it as I have never in my life done so outside of Bioware's.

You can't win 'em all, and although I might get flamed at for this, I look to Bethesda to, in some way, affect the rpg developing zeitgeist: sticking to your guns can lead to some pretty amazing stuff.

Edit: I'm just going to add, but was it just me or did others miss their Warden?  Every mentioning of him just made me want to play Origins again.  I found Hawke insatiably annoying.

Modifié par Cucco, 01 avril 2011 - 05:07 .


#115
optimates0193

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Conduit0 wrote...

optimates0193 wrote...

I wanted to comment on this part here. The combat absolutely requires less tactics, regardless of the difficultly level. You are correct in that the basics have essentially changed in those two ways. What you've missed (or ignored) is the drastic difference in the design of encounters.

Nearly every fight has waves that spawn in on top of you at random locations. This means you can't possibly strategically position and move your characters,. The only feasible strategy is to keep everyone lumped together in a blob and focus fire bad guys down. Not to mention some of the special abilities of lieutenants. I want to form a chokepoint with my two warriors to keep my mage safe? Oh, that assassin just teleported right past everyone and backstabbed him anyway. I want to stealth my rogue in behind the enemy line and take out that mage? Oh, the mage just bubbled up and/or teleported away. These things completely change the way the game plays, and not for the better.

Were there winning stratgies in DA:O? Absolutely. But at least in that game I had the freedom to choose how I'd approach the fight and the game rewarded me for taking a tactical approach. In DA:2, my only choice is to keep everyone in a blob moving together and focus fire targets. There's not even a point in using cross class combos really, because the speed of the combat is so fast that everything dies pretty quick anyway.  When you realize you're going to be doing the same thing fight after fight after fight, it starts to become boring.  

Now I just want to preface this responce by stating that I think the wave mechanic was massively overused and makes many encounters needlessly tedious.

However, I hate to be the one to break it to you, but there was nothing "strategic" about the combat in DA:O. Abusing a hopelessly simplistic enemy AI is not strategy by any stretch of the imagination. Every encounter in DA:O fit one of two formats. Format 1, choke point, draw enemy to choke point, drop overpowered aoe, go make sandwich, return to collect loot. Format 2, no choke point, send in your virtually immortal tank who couldn't lose a enemy even if he was farting mustard gas, while the rest of the party kills everything in sight without fear of ever coming under attack. And yes, this holds true even on nightmare.

I'm sorry that DA:O made you feel like a tactical genius because its encounter mechanics screamed, "ABUSE ME". While DA2 forces you to adapt to a changing battlefield, actually requires you to actively protect your squishier companions, and forces you to use control and aggro management abilities to keep fights under control. But I guess you're right, that does make it a far less tactical game. Image IPB


I feel like we must have been playing two different games or something.

To say there was nothing strategic about DA:O combat is disengious at best. Were some encouters abusable? Abo****ely. Was the combat perfect? Not at all. But there were plenty of fights that required you to actually think. Not every fight was the same. There was enough variation that you had to think from time to time to succeed. Dropping AOE's required careful placement because of friendly fire, otherwise you could end up doing as much damage to your group as you did to the enemies.

And tanks that had permathreat? Didn't really experience that.  My dual wield warrior and healer would manage to pull threat at times. In some fights, I would have to split my group and have my dps warrior off tank if my tank was being overwhelmed, which would happen. Archers were extremely deadly. In some fights, I would have the tank grab the melee's attention, have my mage and rogue assist the tank, while my dps warrior went to deal with the archers. The point is, I disagree with your assertion that there was only two ways to approach a fight. You had many different options which would work with varying degrees of success depending on that particular encounter.

DA2 doesn't require me to adapt at all, so I really don't understand what you're referring to. I ALREADY KNOW what's going to happen. I'm going to get surrouned by enemies after the first wave goes down. Enemies will appear out of nowhere. There's no surprise. There's no tactics necessary. I don't need to adapt to anything. I just need to keep everyone grouped together. Aggro is initially  and strongly determined by proximity. All of the main aggro abilities are AOE and really, you just need to run the bravery aura with the upgrade while keeping the group together.  There's no point in placing anyone anywhere as a result. Just lump 'em up and lay the smack down.

I don't even to worry about prioritzing my targets most of the time! A group of archers shooting at me? Who cares? They do comparable damage to melee now and lost their special moves. Plus, with the far more cramped spaces you're fighting in, your blob of heroes can get to them no problem. There's a Coeterie mage over there? No point in me really going after him yet, cause he's just going to bubble up and become invulnerable while I slaughter everyone else. Assassin running around? No point in me going out of my way to kill him first or CC him, cause he's just going to  teleport and backstab whoever he feels like.

These are horrible mechanics because the player has no way to stop them  In DA:O, if an ogre picked up my tank and started to pound him in the ground, guess what? I can do something about that! I need to have my character's use interupts or stuns and the ogre would drop the target. Or  I could try to heal through it, if my stuns were on cool down, although there was no guarentee of success. Same thing when a dragon would decide to turn my rogue into a meal or when a spider would pin Sten to the ground and start to eat him.

DA:2's version of this? Assassin disapears into thin air to backstab my mage. *shrug* Tough luck. If the mage survives, suck down a potion and zerg 'em down. Ogre telegraphs a bull rush attack? Take two steps to the right.

So, c'mon. I really don't see how anyone can say with a straight face that DA2 requires the same level of strategy and thought that DA:O did. DA:O's combat is not perfect by any stretch and it does have it's flaws, but to say it's as simplistic as DA:2's combat? That's just not right.

Modifié par optimates0193, 01 avril 2011 - 05:24 .


#116
TJSolo

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Morroian wrote...

Pandaman102 wrote...

Bitterfoam wrote...
And that's where I stopped reading. Geez, there's so many of these. The blogging age really does wonders for furthering stupidity of language and making a real muckery of all things literary-interpretation.

Yes, yes, go ahead. Bring the flames. By all means.

As long as you aren't dismissing arguments you haven't read out of sheer pettiness over the statement of a simple observation: when you label something a sequel, people expect a sequel.

Opinions of what defines a "sequel" aside you have to admit that DA2 is a very different beast from DA:O. 


Different yet similar. Despite the differences it still feels like a Dragon Age game.


Has anyone said DA2 does not feel like a Dragon Age game? I can't help but notice that your repsonse is a bit disjointed from the conversation. Oddly similar to how disjointed some of Hawke's spoken lines are to the paraphrasing on the Wheel of Tone.

#117
StingingVelvet

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Very well written and right on the money. Please take it to heart, Bioware.

#118
pwnjuicesucka

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I agreed with parts but heavily disagreed with others although the article really brought nothing new to the table. This game is strange because things that some people pass off as total problems were parts I enjoyed.

#119
Teddie Sage

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I don't like the way he's talking about Aveline. I thought her voice was just fine and fitted her well. I do agree thought that the mother's role was really low profile. And yes, the 3 years leaps were just awful. Always cutting you emotionally from your character and your companions who evolved... without YOU as the player.

#120
Aggie Punbot

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Meh, I don't agree about his position on the companions, either. I think Carver was written very well. It's unrealistic to expect the ONLY non-mage child in a family to not have at least a little bit of resentment over being the odd man out, particularly if he was looking for a father figure growing up and couldn't connect with his own because said father was too busy teaching his other "special" kids the ropes. A character being a grump != bad writing.

#121
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optimates0193 wrote...

I feel like we must have been playing two different games or something.

To say there was nothing strategic about DA:O combat is disengious at best. Were some encouters abusable? Abo****ely. Was the combat perfect? Not at all. But there were plenty of fights that required you to actually think. Not every fight was the same. There was enough variation that you had to think from time to time to succeed. Dropping AOE's required careful placement because of friendly fire, otherwise you could end up doing as much damage to your group as you did to the enemies.

And tanks that had permathreat? Didn't really experience that.  My dual wield warrior and healer would manage to pull threat at times. In some fights, I would have to split my group and have my dps warrior off tank if my tank was being overwhelmed, which would happen. Archers were extremely deadly. In some fights, I would have the tank grab the melee's attention, have my mage and rogue assist the tank, while my dps warrior went to deal with the archers. The point is, I disagree with your assertion that there was only two ways to approach a fight. You had many different options which would work with varying degrees of success depending on that particular encounter.

DA2 doesn't require me to adapt at all, so I really don't understand what you're referring to. I ALREADY KNOW what's going to happen. I'm going to get surrouned by enemies after the first wave goes down. Enemies will appear out of nowhere. There's no surprise. There's no tactics necessary. I don't need to adapt to anything. I just need to keep everyone grouped together. Aggro is initially  and strongly determined by proximity. All of the main aggro abilities are AOE and really, you just need to run the bravery aura with the upgrade while keeping the group together.  There's no point in placing anyone anywhere as a result. Just lump 'em up and lay the smack down.

I don't even to worry about prioritzing my targets most of the time! A group of archers shooting at me? Who cares? They do comparable damage to melee now and lost their special moves. Plus, with the far more cramped spaces you're fighting in, your blob of heroes can get to them no problem. There's a Coeterie mage over there? No point in me really going after him yet, cause he's just going to bubble up and become invulnerable while I slaughter everyone else. Assassin running around? No point in me going out of my way to kill him first or CC him, cause he's just going to  teleport and backstab whoever he feels like.

These are horrible mechanics because the player has no way to stop them  In DA:O, if an ogre picked up my tank and started to pound him in the ground, guess what? I can do something about that! I need to have my character's use interupts or stuns and the ogre would drop the target. Or  I could try to heal through it, if my stuns were on cool down, although there was no guarentee of success. Same thing when a dragon would decide to turn my rogue into a meal or when a spider would pin Sten to the ground and start to eat him.

DA:2's version of this? Assassin disapears into thin air to backstab my mage. *shrug* Tough luck. If the mage survives, suck down a potion and zerg 'em down. Ogre telegraphs a bull rush attack? Take two steps to the right.

So, c'mon. I really don't see how anyone can say with a straight face that DA2 requires the same level of strategy and thought that DA:O did. DA:O's combat is not perfect by any stretch and it does have it's flaws, but to say it's as simplistic as DA:2's combat? That's just not right.



A very thorough assessment  and one I agree with as far as DAO is concerned.  But for DA II: My strategy is like this:

I would simply let my warrior, tank--Aveline in front, my DPS (warrior) to her right, my rogue to her left and my Mage behind the tank.  I control the Mage. I set Aveline's tactics per group/encounter specific/per fight.  Aveline controls the aggro, my dps warrior (Fenris) chops away at the enemies who come to us, and they do come to us.  I would take control of my companion archer to stun and quickly dispatch other firing archers.  Then I would switch to my Mage to provide quick AoE, and to finish up any firing archers and to heal the tank (other companions) if my potions are on cooldown. 

Edit: DA II combat is different. It requires the entire group to act as one, as a unit; you can play hack and slash by simply running after the enemy, but that can be suicidal if you are playing on nightmare mode.  So, in other to win a fight, you must make full use of your party.  It is a different take on strategic combat.  You get to roleplay your companions.  Get into their shoes.  You are thinking like a general, but instead of strategically placing your companions in different locations, you keep your ground and let the enemy come to you while remaining in a group and maintaining your stance as you vigilantly watch your surroundings. 

Boss battles are a different matter and must be adapted (tactically) to accordinglyImage IPB
 

Modifié par [User Deleted], 01 avril 2011 - 08:09 .


#122
Sabriana

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This was a well thought out review. I feel the same way in most instances. I do like Aveline, as a matter of fact, she is the only one my Hawke felt any kind of relationship/friendship for.

My Hawke had no influence over happenstances. Even the pseudo-choices were blatantly obvious. She could in no way, shape, or form influence what was happening. There are a very, very limited number of choices that actually impacted the game. To me, personally, it was the Anders story. Nothing my Hawke could do would ever change this.

I don't hate DA 2. Not at all. I'm quite envious of the people who love it with all their heart. I so wish I could. There were quests that were great. There were quest that were funny, as in rofl funny. The party banter had me in stitches at times. There was a quest that was wonderfully creepy, and had me totally drawn in. Aveline's comment in it had me laugh out loud. So no, I absolutely do not hate DA 2 at all. I'm just sorely disappointed in many, many things, and disappointment carries a heavy weight.

Unfortunately there was little interaction with the companions, no real chance to become attached to them and feel something. I felt annoyed, friendly, compassionate, exasperated, and sympathetic to my DA:O companions. I felt nothing of the sort for the DA 2 companions. One of the romances was mind-boggling, and not in a good way. Yeah, right, my Hawke will wait 3 years for dude to come around. She'll just be a chaste little nun. Right. Gottcha.

The saddest part for me was that I felt no connection to my Hawke. I'm sorry, but that dialogue wheel is just silly imo. I'm trying so hard to put something, anything, akin to personality into my Hawke and when I choose an option on the wheel that would coincide with her personality, something completely different comes out of her mouth, jarring me out of the play.

Perhaps it is my own fault, up to a point. My expectations were far too high, after hearing the hype, and knowing what Bioware is capable of doing. Instead of doing what I usually do, namely taking the "wait and see" approach to games, I blindly went on expectations and reputation, and bought the game, unresearched, unanalyzed, un-everything.. My mistake. Oops. Won't happen again, I assure you.

#123
Doright36

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Huh.

While I think this review has some very valid points I just can't get past the rip on the companions. I thought they were all fantastic. I am especially in disagreement with his comments about Aveline.

I think the biggest thing he hit on point though was his comments about the game not paying enough attention to mage Hawke or Mages in your party. I know they they wanted you to be able to be a bad ass mage without having to dress like a warrior but it really causes a disconnect with the story regarding the Templar's over reactions to mages.

I think this is where losing the Arcane Warrior spec really hurt. You could then dress like a Warrior and wield a sword keeping your magic hidden in some situations.

Still there is no way you can realistically tell me that Bethany or Mage Hawke wouldn't have been hauled away after that first fight after getting off the boat.

#124
Lux

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This is a review I can identify with.

This remake is about puppeteering more than role-playing, Weak sense of discovery, near-absent regard for immersion. Too much of a bitter taste... :/

#125
Carn Dum

Carn Dum
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Mike Laidlaw wrote...

Thanks for the link, guys. It was a very well-written article.


I do hope you take a regular look at the Constructive Criticism thread which is stickied in this forum. Really, everything I have read in whatever review has been said there multiple times by now. It's a good thread. The problems with DA2 have been identified by now, I think. I was sort of hoping that many of them have been acknowledged and discussed internally by Bioware by now...