David Gaider wrote...
If I am personally irritated by anything, it's the display by some of a lack of self-awareness that their actions are a hindrance to their own purported goal-- which I assume is to have their concerns be taken seriously. I can tell you quite honestly that one intelligent, thoughtful criticism is worth a hundred posts full of angry invective or empty praise. The thing that so many forget when it comes to the Internet is that the rules of communication still apply.
I've been meaning to do a small review on the two key things I feel lack in Dragon Age 2, so I wrote up a little (sarcasm) post to add my views. This is not pro or anti anything, it's just conceptual. I wish to rationally explain the improvements I thought were needed with the game in hopes of finding it in the future. I break up the wall of text with images. Some will find it annoying, others might find it entertaining. We shall see.
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ATTENTION: In this post, I use humor, lots of images, and SPOILERS. If any of these things make you unhappy, DO NOT PROCEED. Do not click respond. Do not tell me how much you love/hate DA2.
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1. Shades of Grey – A big winning quality of Dragon Age: Origins (and Awakening to a lesser extent) was the concept of, “no happy ending.” And while, in a broad sense, this pertains to the ending of DA2, if you look at it on a smaller scale, everything is so black and white. Mages turn violent out of greed or possession, never for any rational cause that can be understood.; Templars are either sympathetic or vehemently opposed to mage freedom and willing to murder small children over it. The choice is no longer whether a decision is worth the consequence, it is now almost not even a decision. Before you can decide if a mage is worth their repentance they’ll turn into a monstrous pride demon and you’ll have to kill them.

The beauty of villains like Loghain is that you can look at him and go, “Man, he was the villain this whole time, but does he deserve to die now that he’s on the ground waiting judgement.” Meredith’s views became irrelevant because a glowing red trinket made her turn into some crazed creature from hell. Orsino says something along the lines of, “You think mages are bad? I’ll prove you wrong!” And then cuts himself and immediately becomes a demon? Why does blood magic immediately make you possessed? Why can my Hawke be a blood mage from level 7 on without even the temptation of demons?

Another point: Loghain was set as the “human” villain whilst the true evil of the story was the blight. Both were very clear from early on. I spent half the game thinking the end would be with the Qunari, and didn’t even know what I was fighting for until the last few hours.

The essence of this game franchise was all about gritty realism, but I feel like in Dragon Age 2 it’s all pre-categorized into group A or B. There is no middle ground. I feel as if you can make a story not about a Grey Warden and still make the story in shades of grey.
2. A Story about Family: This was a big selling point for me on the game, but the execution was too choppy for my taste. The beginning of the game kills off either your brother or sister. Two things upset me about this, and neither of them is that I don’t get to chose or cannot have both.

Firstly, it doesn’t make a difference. At an early analysis, one can assume that having a Mage in the Hawke family would be crucial to the outcome of the plot, which is why regardless of your decisions; one Hawke Mage had to flee to Kirkwall. This had no bearing on the plot whatsoever. What if, for example, it was up to either Hawke or Bethany to make this decision of blowing up the Chantry, instead of a third party which could very well have no emotional bearing on the plot. It just seems like a waste of emotional attachment.

Secondly, the purpose of a siblings death is to make you feel a loss and a sense of empathy for Hawke and his family, but we have no feelings towards these characters from the beginning. Why didn’t the story begin at Lothering? It would provide familiarity for old players and a grounded normalcy for the Hawke. Why do I care that Bethany or Carver dies? I could go the whole game without knowing what the character was like and feeling no loss by not having him/her (a good Lothering DLC would solve this, *hint hint* and yes, it should have been in the main game, you don't need to post that a million times!)

Secondly, the living sibling spends roughly half the game missing in action, either separated or killed. Why could I not save Bethany from the chantry, or convince Carver to work with me in his spare time with the Templars? Why could I not see either of them during an expedition to the deep roads? This isn’t something that can be answered with, “you can’t always get what you want.” I spend the entire game smuggling mages or working for Templars, but my own flesh and blood cannot stop once in a matter of years to even say hello?
Finally, the mother situation. It is pretty clear that the cut was a matter of development needs, but there’s such a huge build up to an inevitable end. And despite the hilarious Star Wars Episode 2 references, I felt that this quest chain left a lot to be desired.

At the beginning of Act 3, my whole family is gone, and all of it was inevitable. One of them I don’t care about, one of them I am not allowed to see or is dead, and one died no matter how hard I tried. The general theme of being pushed along into a single ending is very hard to stomach. In summary, Hawke was our window into DA2, and yet it felt more like a two way mirror. I didn’t start an expedition into the deep roads, Bartrand and Varric did. I didn’t cause the Qunari to uprise, Isabella did. I didn’t start a war, Anders did.
The end conclusion is, what did I do to affect this story? And perhaps for myself and maybe others, the story, for the first time, was the ultimate flaw of this Bioware game. It planted all the seeds but the giant brick wall at the end left a hollow feeling and the desire for more.
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I hope my thoughts can be of some help and that we as players and those who care about the future of Dragon Age can begin to discuss improving the future maturely.
Modifié par Stippling, 27 avril 2011 - 04:35 .





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