There were some expressions and actions that were strikingly odd comparing to what was happening in the story. To name a few:
- Hawke killing the last corpse in All That Remains quest, and then rather nonchalantly taking out the dagger out of its skull. Not only killing the creature with the dagger was inappropriate, it also lowered the emotional impact of the scene. I imagine the main goal of that cutscene was to show Hawke’s reluctance to face the fate of her mother. In that case, I think it would have been better if the cutscene had simply shown her standing after the fall of the last enemy, head bowed and expression showing regret and melancholy, before she turns around to see Leandra stumbling slowly toward her.
- Hawke opening the door to the room with the first group of genlocks using her feet. While that action had been very funny in Isabela’s quest, here, it only left me wonder why my diplomatic Hawke would do such a thing. It wasn’t even badass. It didn’t have the grace needed to show power in a character. To be honest, that wasn’t something I expect to see her doing even when drunk.
- Hawke charging after the dwarves while holding the Key - something that no player would do if they had control in that scene, because there’s always a chance of setting off release traps.
- Companions turning their heads toward the person talking in a conversation. It was very distracting, especially when two people were giving short answers to each other. “Hello, X” (heads move) “Hello, Hawke” (heads move) “Is this yours?”(heads move) “No.” (heads move) “Really?”(heads move)… Not to mention that, for example, when a demon is standing in front, no one will ever take their eyes off it, talking or not.
- I’m not sure if this is a bug or not, but when Hawke goes to Cullen to warn him about Anders’ plot to overthrow the Chantry, she does a very strange head-shake movement. It almost made me regret reporting the issue to the Knight-Captain.
- The automatic replies made by Hawke depending on her personality. While it was a nice touch, it sometimes ruined a quest for me. If Hawke likes to jest among her friends, that doesn’t mean she likes to talk like that to the Arishok or Emeric. Not only that, she continues that attitude even after the death of her mother. If there was one point to reset personality scores, it was then.
- I’m aware this is more about the conversation wheel, and less about cinematic, but the written phrases are sometimes completely different with what comes out of Hawke’s mouth. The one I can remember right now is the “It’s unexpected” line available when Anders asks whether he’s making her comfortable or not. Choosing that option will result in Hawke saying “Doesn’t mean I want you to stop”… I expected a shy reply, but instead I got a beckoning one.
And also I think this is the right time to let that personality score kick in. I noticed that most of the romantic replies were either very flirty or sarcastic. It resulted in many ‘this isn’t like Hawke’ moments for me. One of the great things in DAO was the romance sub-plot and how slowly and realistically it developed. That single rose Alistair gave to the Warden made me smile and say: “This RPG is different.”
- In my opinion there were too many close-ups in normal conversations. As much as I like a character, I don’t want the camera to zoom in such a way that makes me feel like they’re talking into my face. Such shots are supposed to emphasis on a specific emotion, but most of the time it’s just their lips that are moving. The body and hands gestures are important in conveying a message, so let us see them.
- Many times, it felt like an action was taking place and ending too quickly. I’ve read most of the posts on this thread, and one thing is usually mentioned in all of them: A scene wasn’t ‘emotional’ enough. The writing and music might be great, but people still say something’s “off”. A cutscene or something as simple as a single hand motion doesn’t last long enough for the eye to see it, for the ear to hear it, and for the brain to understand it.
If you want to leave an emotional impact on your audience, you must give their minds time enough to make unconscious connection to it. My mother has never been abused by a necromancer, my house has never been burned to the ground in a Blight, but somewhere, sometime, I’ve lost something dear in my life. And if you let a scene go on long enough for my memory to unconsciously remember that similar event, I wouldn’t say Leandra’s death seemed dull.
To end this post, I think it’s needed to say that I’m glad that the developers are encouraging constructive criticism. It’s much appreciated.
Edited to correct spacing.
Modificata da miraclemight, 12 agosto 2011 - 01:40 .