Vormaerin wrote...
What the heck are you talking about? Flemeth tells you to go run along and play with your treaties, which you only have because she bothered to save them (and you, for that matter). Further, everyone acknowledges the treaties, they just beg off on the grounds of incompetence.
You don't have any more choice about gathering armies and doing what you are told than Hawke does with his storyline. You can't make any decision except doing what Flemeth told you to do or the game stalls. Once finish Flemeth's instructions, you get handed off to the keeping of Eamon and have to do what he says.
And no where did I claim that you could deviate from the main narrative, and nor was I asking for it in DA2 (thought it would have been better if it had a 2 or 3 path narative. Yea it's feasible).
The Templars, Werewolves and Eamon do not acknowledge a treaty they never signed. It ends up being ****** for tat. Is it done in a great way? No. But in at least the Redcliffe and Werewolf situation, the Warden displays
some semblance of leadership and independent thinking.
I'm not really sure how choosing to slaughter the elves instead of the werewolves exactly counts as more proactive than choosing to kill the templars or give them false leads or warn them about the surviving mages in the Decimus quest.
Because no one suggested the idea, it came entirely from the Warden's head. And it has *some* consequence. Instead of ranged units, you get werewolves (and the diference, while not significant, is not tiny either), and you can see them interact with the army in Castle Redcliffe (inside). And of course the Dalish camp is annihilated.
The example you provided is completely inconsequential (or has the exact same consequence, which led up to the rather stupid Grace going nuts scene), and Hawke didn't come with the idea, he was told and he picked one option or the other, based on what others tell him.
There's a lot more effort involved in resolving the Sundermount situation without killing all the elves than anything I recall from DAO.
I would not call a horrible paraphrase to be effort. Rather guessing.
Something that a lot of people said, including those who love DA2.
You are right that DA2 does suffer more than most from the fact that all Bioware games fail completely at anything resembling investigation. One advantage the warden has is that his storyline is pretty much "find and kill the bad guys" so the limitations of Bioware's design isn't as obvious. The only investigative technique a Bioware PC has is "kill the bad guys and take their notes".
Kotor had something better. In ME1, you could investigate the situation with Major Kyle without firing a shot, for instance
Sure Bioware is not that great when it comes to quests not involving violence (Kotor is the best I played when it comes to that), but DA2 was the worst in the bunch from my experience.
Modifié par KnightofPhoenix, 18 août 2011 - 05:56 .