TiaraBlade wrote...
Interesting posts here so far. I think sadly that many of us were disappointed not because of the changes like voiced protagonist and more action injected into the combat (postive changes IMHO) but the repeitivenes of the game, the lack of scope (including the reused enivronments), and the aimlessness of the narrative to the point that the final scene seemed more akin to the end of Disk 1 or 2 of a four disc game (referencing Final Fantasy from the PS era) rather than the full game.
Hawke's rise to power could have been interesting but it just lacked clarity. Indeed, the title of Champion seemed quite meaningless: nothing changed- you're still the errand boy/errand girl of Kirkwall. In a video, the developers asks (paraphrasing): "what does it mean to be the Champion of Kirkwall? Do you have a special power, command armies, etc..."
Well, in the end, it really meant nothing.
I liked that the developers sought to diverge from the "defeat the big bad demon" that is so cliche but it didn't gel and instead I felt as if I was rail roaded through a series of encounters where I lacked choice. No matter what I do or say, the Que still revolt and try to take over the city, the mages and templars still throw down, etc.. We are there waiting for the final confrontation like watching a car wreck happen, albeit over 50 hours instead of a few seconds.
In DA:O, you raise your army, kick in the Arch Demon's front door, and kill it. You are active. In DA2, you are always reacting and just swept up in events; very unsatisfying.
Some others had some interesting ideas where you choices really matter. Suppose you had the choice to side with the Que or not? If you kick them out, an army of them shows up and YOU as the Champion must rally the people, Templars, mages, etc.... to defend it. Perhaps you will displace Meredith as the leader and install someone else in to have peace between the two. Or maybe you will use the mages as cannon fodder and breed resentment that will become open rebellion.
Real choice, driven by the hero of the story instead of dragging someone through the same dungeons to pad out the time with stuff that doesn't really have anything to do with the plot.
It's funny, there are so many more ways that the game could've been handled better and given us the feeling of actually rising to power. Over on this thread ( http://social.biowar...dex/6714917/119) all of the posters for the last few pages have been thinking up ways that the game could've been better, myself among them to a lesser extent. Mostly it was KoP's work and IanPolaris' work.





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