2) Bethany: I've got a thing for brunettes. It's a shame there's no incest option in this game (half kidding). Seriously though, my 2 nits with Bethany are (a) she's too cloyingly sweet, to the point where it conflicts with her past. Leliana had the same flaw in DAO, where her overly sweet voice/personality just didn't wash with the hard edges they wrote into her past. Also, (
3) Avaline: No major nits. I really enjoyed her "The Way It Should Be" and "The Long Road" quests. It's too bad that many of the other companion quests weren't up to the same level.
4) Anders: I had mixed feelings. On the one hand, I liked the fact that the writers had him make a dramatic pivotal decision that had major consequence in the game [spoiler witheld] - but on the other hand I was resentful that THE central player of the game (Hawke) was denied any possibility of influencing the outcome of said event … it happens, no matter what choices you make. It rarely pays off for game designers to disempower their players, and that, I think, is one of the central undertones behind so many of the nits leveled at DA2. I also think his artwork (and VA) in DAO was better - he just doesn't have the same visual and auditory charm in DA2. As for Justice - I VASTLY preferred the version of Justice in Awakenings, whereas Justice in DA2 was reduced to a trite, mono-dimensional, mono-emotional, unreasoning plot device. DA2's version of Justice was a disappointingly unimaginative step backwards, IMO.
5) Isabela: I personally thought her artwork in DAO was more
attractive, whereas in DA2 they recast her as a shallow, self-centered,
unreliable, live-for-the-moment bar sl*t who'd let everyone and
everything around her burn with little qualm (which happened to me in
both of my first two playthoughs BTW). I have the advantage of having
been spent some time in competitive sailing in real life, and despite
that, the writers *STILL* failed to muster any connection with me for
that character. Her premise had some promise, but the trite 'pirates of
the carribbean' thing they switched to in DA2 just didn't work for me,
and if the plot didn't require it, I'd never willingly add such a vapid
and flighty person to my party, much less romance them. I've played
(and GMd) many piratical characters back during my paper and dice gaming
days, so it's not that I don't appreciate the motif they attempted - I
fault them instead for not pulling it off as well as they could have.
6) Merrill: This is a purely subjective comment, but I personally found the elven character portraits in DAO to be generally more attractive than in DA2. In particular, I the ears in DA2 just don't work for me. I also think they chose an unattractive tattoo for Merrill - a smaller one around one eye or on her forehead would have worked better (for me anyway). Instead, the one they picked seems to clutter and conceal her facial features. Second, as with Anders, I felt 'railroaded' by the lack of meaningful decisions regarding her companion quest(s), and my inability to influence what ultimately happens with her people later in the game [spoiler witheld], which left me feeling disempowered and disconnected from her - which is counterproductive to a good RPG experience. The fact that she can be a true offensive juggernaut in combat situations didn't make up for the gimped role playing dynamics with her. Also, a quickie during Act 2, and then getting a brief kiss at the end of Act 3, just didn't feel like a proper "romance" … I would much rather have had a dozen meaningful interactions (that I actually had some input into), and some long searching glances, than play spectator to a brief love scene, and a too-brief endgame kiss. I hope that DA3 will show some movement towards more meaningful (and numerous) interactions.
7) Fenris: an interesting premise that, like Isabela, just didn't quite work for me. As someone else aptly observed, he felt like a Final Fantasy character that had been grafted into the story, and as much as I really enjoyed his VA, his voice was at odds with his appearance. I kept half-expecting to see japanese anime fans burst out of the next chest I opened, to beg Fenris for autograps … and stuff like that is the sort of thing that's disruptive to the immersive RPG experience.
8) Varric: No major complaints. I thought he was generally enjoyable and well done. My only real nit is that he seems ambivalent regarding any/all choices made in the game. From that, we seem slanted (by design) to infer that he has almost no personal values whatsoever. I guess the writers wanted to give us one party member who would approve of us, no matter what we did. Someone whom it would be virtually impossible (read: idiot-proof) to honk off.
9) Sebastian: It was odd, from a writing standpoint, to see him agonize over whether or not to stay with the chantry or return to run Starkhaven, whereas he suffered little confict over the plight of innocent mages. Anytime you mix religious zeal with a lack of empathy for the innocent, you get people like Meredith, and Seb seemed to be germinating in the same direction - and that, for me, was a significant disconnect.
Perles75 wrote …
The only problem I have with some characters (namely, Anders, Fenris and Sebastian) is that they don't evolve their point of view (Fenris: mages baaaad!, Anders: templars baaaad!) even if ten years of game and various quests give them the possibility to see that both sides are not just black and white. In some dialogues I really wanted to shake the screen and say "how could you say that?? didn't you remember what happened when..."
And I'm saying this even if I love Anders as a character.
I think that's a decent summation of a lot of what I was trying to express above.
Modifié par ISI-Society, 19 juin 2011 - 09:56 .





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