Persephone wrote...
BobSmith101 wrote...
Huh huh.
There is nothing nitpicking about non rotting corpses and a static scenery that stays the same over a number of years.
Like the party camp stays the same everywhere, like Denerim doesn't change AT ALL in over a year (Having the former regent with me made zilch difference in that drab place......and that should be a HUGE impact, given Loggy's fame...not even the Captain of the Guard in Denerim reacted. I could still do Couldry's Steal Loghain's crown quest, WITH Loghain present and his own employee never aknowledged his former master being with me!).....all of this can be applied on DAO just as easily.
Heh, I never realised that. You're right - but really, that's a product of Origins being an immensely more complex game than DA2. There are an absurd number of variables in DA:O which change the nature of quests depending on who you have in your party. A great example is when you have to send 2 party members to rescue the Warden from Fort Drakon (assuming you don't bust out yourself). Depending on which 2 you pick, the results can be wildly different - and each hilarious in their own way.
For another example, when you are trying to cross Lake Calenhad to the Circle Tower, if you do not succeed in pursuading Carroll to let you go across, he initiates a dialogue with one of your party members that results in you being allowed across. This also differs by party member. As I recall Morrigan essentially threatened to turn into a spider then try and have sex with him, which would result in him losing a few limbs to say the least.
Both games have silly bugs and things which break immersion (such as seeing the same clearing over and over, or the same corpses in Fenris's house 6 years on), but I believe most of the ones in DA:O are more minor and excusable given the sheer scope of the game.
I mean, compare how many environments DA:O uses, compared to how many DA2 reuses.





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