Addai67 wrote...
No, I'm thinking of before that. You can execute one, hand another one over, etc.
DA2 lets you do the same - DA:A frontloads the choice. I'd argue DA2 handles it a little better, in that you have some build up before it's possible to make a fate choice with a companion (beyond missing them).
The real issue is the lack of ability to speak to companions
whenever you want. I was always okay with having to develop a relationship with the NPCs before doing anything about them (potentially).
I would have liked to have kicked Mistress Woolsey out and (at least on my Cous) turned Amaranthine back over to the crown, but that was a choice forced in Origins, not Awakening.
Well, lots of things were forced in DA:O. DA:A just changed it from forcing circumstances on you to forcing a character on you.
Other than that, it was a mission to save the region from darkspawn.
No, lots of people say this, but that's not quite right. The
game is indeed about a mission to save Amaranthine from darkspawn. But the Warden is sent to Vigil to command the Grey Wardens and to
routinely mop up darkspawn.
If I had a PC who wouldn't have been there- like my Dalish chick, who left Ferelden- then I didn't import her. You could still play an Orlesian. It actually added origins, then, though you didn't get to play the Orlais part.
It gave you an origin at the cost of removing the world state. A poor trade.
And I didn't have PCs that wanted to go all I <3 Wardens. I didn't know DA as a series was going to actively punish me for not RPing the right way by telling me I had to either deal with a cannon ending or break my PCs.
I don't think Awakening was awesome, by any stretch, but all in all I did get more replay and enjoyment than from DA2.
I was the opposite. I didn't think DA2 was awesome, but more enjoyment than DA:A.
Modifié par In Exile, 13 juillet 2011 - 02:46 .