jollyorigins wrote...
DA:O: "Before us stands the might of the Darkspawn Horde! gaze upon them now, but fear them not! The man standing beside me is a native of Ferelden, now risen to the ranks of the Grey Wardens! He is proof that glory is within reach of us all! He has survived despite the odds, and without him, none of us would be here! Today we save Denerim! Today we avenge the death of my brother King Cailan! But most of all, today we show the Grey Wardens we remember and honor their sacrifice! For Ferelden! FOR THE GREY WARDENS!!!"
DA2: "So, this is it. Some of you are worried. Maybe I am too but I'm not staying long enough to find out. What I know, is that I don't like being cornered, and I can fight harder scared than they can angry. We're getting out...and I'm buying when we do."
Yes, I do miss the epic feel of DA:O.
Wow. Yeah, I really did miss speeches like that.

DA2 was far more casual in comparison.
I actually wouldn't mind the loss of the "epicness" if it had
something solid that replaced it. People say it was a sense of helplessness but that wasn't what it was *supposed* to be, or they should have billed it and marketed it as such. You don't have to say "
You will be pushed around and have no control on the world whatsoever" but they could have said *something* more accurate like "experience the emotional blah blah blah of a city in turmoil blah blah" instead of making me feel like there *would* be a rise to power, simply one that
never does come.
I am fine with powerlessness, fine with emotional rollercoasters that ultimately rip my world out from under me. Fine even still not *knowing* that would happen, but this was billed as something it was not. What it promised, it never really did
intend to achieve. Was this a marketing disconnect? Perhaps, because I have heard the
exact same " EPIC! Choice! Consequence! " billed for ME3.
Maybe they just need to communicate better between their marketing people and their ...well, everyone else. Maybe marketing just needs to accept that the public is smart enough to handle the truth without it having a catchy hook. Or, be smart enough to create a hook out of the truth.
I think they just changed too much, all at once. They made it a merge of genres to the extent it lost most of its identity. They lost its seriousness, it's semi-formality in story presentation and it became something very casual and mass-consumption (kind of like a harlequin romance in comparison to a classic novel) and then they changed the art style and combat style. All of these changes made it something almost foreign to itself.
It didn't lose its epic because it tried and failed, it lost it because it
purposely walked away from it but forgot or chose not to advertise it appropriately. It almost seemed like it didn't take itself seriously anymore. Which to me was the saddest part, because I liked the world, the people and the story. When the game pokes fun at itself, yes, it can be amusing, but it breaks the fourth wall to a certain degree too. Dangerous, if you want to be taken seriously. And if you want it to be immersive.
All in all, I liked the game enough to play it several times to completion and many playthroughs not finished yet. It just doesn't erase what I consider to be flaws that let a great idea down.