RPGrogue wrote...
Bioware has written a story that seems to prove far to smart for it's own audience. The has the underlying theme of loosing control, and this is very clearly shown by the city of Kirkwall falling apart. First it gets hit by a wave of refuges, then the Quin rise up, then mages and the templers duke it out
The game does not have a theme of losing control. It only appears that way because of how Act 3 ends, with player choice being inconsequntial, and what happens to the Hawke family. Besides that, the game is about one sufficiently amazing person (Hawke) surmounting insurmountable odds.
For example, Act 1. This act is essentially about "Hawke the refugee", or "Hawke vs poverty". It's hammered home on several occasions that Fereldans living in Kirkwall have a bad time of it, from the Bone Pit miners to the inhabitants of Darktown. However, the act ENDS with Hawke having conquered the Deep Roads and eliminated his material problems. He's rich, has a sweet estate, and if a mage is wealthy and connected enough to thumb his nose at the templars. Hawke took control of the situaton and turned it to his advantage.
Act 2 is about "Kirkwall vs the Qunari", with Hawke being a corollary to the conflict as an independent mediator between the two. The story comes to a point of crisis, but is then resolved by Hawke. The qunari leave, and Hawke has once again stepped in to solve insurmountable problems, however that may have happened.
Act 3 is the polar opposite of the rest of the game. Here we're shown that Hawke doesn't matter. Saved Thrask, Keran and Grace? Doesn't matter, they're still conspiring against you. Didn't help Anders, or told him to reconsider in the rivalry Questions and Answers? Doesn't matter, he still attacks. Chose between Orsino and Meredith? Doesn't matter, you fight them both. In Act 3, a story that had been about Hawke bending the world to their will became about Hawke being unable to do anything of consequence because magic made people crazy. It's a complete reversal.
You might be thinking that what happens to Hawke's family is proof that this game is about an examination of inevitablity. In fact, they're just used to support the story Act 1 or 3. It supports Act 1 because it's telling you "the Blight is so terrible because it killed my sibling and then killed the other/forced them to become a Warden!" It's a reiteration of what drives you to Kirkwall. It supports Act 3 because it tells you "the mage/templar conflict is important because a blood mage killed my mother and my surviving sibling is a templar/Circle mage!" It's trying to give you a point of buy in for the conflict.
Last of all, how this was all presented was just bad. By the end of Act 1 I could have over 50 sovereigns, a half share in a mine, and a legal claim to prime Hightown real-estate. Why do I need to go on this expedition? In Act 2, I could be a rich guy whose only living relative is a weasel of an uncle, living in a city that looks down on my nationality. Why am I sticking around? Or potentially, why aren't I helping the the Arishok to conquer this city? In Act 3, I'm being asked to choose between two equally unpalatable choices, after being betrayed by someone I've apparently known for 6 years. Why choose either? Why not just rally the city and become viscount?
Modifié par LookingGlass93, 06 avril 2011 - 06:07 .





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