2. Specializations are a big part of everyone's character except for yours. This was a problem in DA1 as well. Your party members' specializations are a big chunk of who they are. Merrill's blood magic, Anders' Justice mode, etc, etc. The only character specializations are meaningless to is Hawke. If Hawke is a blood mage, shouldn't this be a really big deal in a story that's so focused on the dangers of mages? Why is it that everyone else is worried about being persecuted for blood magic except for my character? It doesn't have to be a giant plot point, but it should be a factor in some scenarios. Another thing on specializations, like I said before, for every other character specializations are a part of who they are. Being a pirate and having that experience is what makes Isabella a swashbuckler. Taking Justice into his body is what gives Anders is extraordinary powers, etc. Why is it then that picking up specializations with Hawke is like picking up a ring or a helmet? Actually, in Dragon Age II the specializations don't even have to be unlocked, which means they actually require less effort on the player's part than a generic helmet or ring. Specializations should be linked to quests. You do a big side quest and at the end you make a decision where you can learn blood magic, for example. That would go a long way to making specializations an actually meaningful part of the story that's being told.
3. Character development and the flow of the plot were terrible. Was I supposed to care about Meredith or Orsino, two characters whom I don't meet until the near end of the game? Even if their part in the story wasn't until the end, they still should have been in the earlier acts, in minor quests, cutscenes, etc. Proper character development doesn't happen over the course of a couple of 3 minute conversations at the end of the game. Imaging if in Origins, Loghain didn't show his face at all during the plot until the Landsmeet. That's basically what the writing team allowed to happen with Orsino and Meredith in Dragon Age II. As for the flow of the plot, it felt more like three long DLCs or expansions than a full, cohesive game. I blame this on the empty gaps in between acts. Years have passed in between each act? Have they? Other than some minor references to the life your character was forced to live without you during these time-skips, it seems like everything stayed the same? So what was the point exactly? I certainly don't feel any passage of time during these skips, so it's like the years haven't been going by at all. What I'm saying is that the plot feels like it's been chopped up and it's for no benefit. The time gaps provided exactly zero utility in my opinon. If anything all they did was divorce the player from their characters by putting them out of the loop on what their character has been doing during the game.
4. I don't want to talk much about the silly way mages were handled in the plot, because I know the developers have already gotten a lot of grief over it. I just want to briefly mention how even if you side with the mages, Orsino still goes insane and turns himself into a monster? WHY? If you sided with the mages, he isn't backed into a corner. Immediately before the transformation scene, your side won a big battle. The momentum is with the mages. Why would he possibly turn himself into the Harvester and justify it as some sort of act of desperation when the momentum of the conflict has shifted in his favour?!?!!?!?! Why, why, WHY?! To be honest, the entire 3rd act felt like it was rushed and not even completed. It feels like half of the plot is missing. The half which makes the half we were given make sense. If everyone loses their minds and have to be put down regarldess of what I do, then why should I, the player, care about the decsions I have to make?
5. How about more character development for party members? Instead of having a large amout of side-quests which mean nothing, have no impact on anything, why not create less of those and use those resources to give each party member more personal quests. Instead of having all character development happen through three conversations and one quest, how about having it happen through a lot more conversations and maybe four or five personal quests for each character. That's more opportunity to flesh out characters at a normal pace instead of rushing through it which is the status quo. I've always hated how in BioWare games it's like you talk to your characters a few times, and then they have nothing new to say for the rest of the game. Why not have a large bank of topics to talk about at the beginning, like in Origins, but add in one or two more after every major plot quest so it's worth talking to your characters throughout the entire game? In DA2 the character development felt like Mass Effect 2, which is not the way to go, in my opinion. First conversation --> Second conversation --> Quest --> Third conversation --> Quest --> Conclusion. And that's it for the entire game. DA2 only differs from ME2 in that it generally adds one extra quest in the middle. Really now. Can any writer on the team really claim this is the only way characters can be developed?
6. Dragon Age II is probably one of the few BioWare games that would have really benefited from New Game+. The talent trees were really well done in DA2, too bad almost all of them will never be experienced by me, because the whole game only lets me max out two of them at most. I can be really bad at all skillsets or I can be really good at two of them. Those are my options because to get to any of the decent skills, every tree requires me to put 3-7 points into things I may or may not even want first. If new game+ was around, at the very least I could have kept playing and gotten to try those other abilities.
To be fair, I really enjoyed the Legacy DLC, and I'm really glad the developers listened to criticism of the game and changed directions. Hopefully, someone important might see this post and take some of this polite criticism into account. Thanks for all of the hard work guys, in any case.
Just remember that people are a lot more forgiving when your creative shortcomings aren't preceded by bold promises you guys have no intentions of keeping. If you can't make a game with meaningful decisions in it, then please stop promising us games with meaningful decisions in it. I'd be much less disappointed with some features of Dragon Age II if not for the fact that the marketing team hyped me up with grand claims they must have known were objectively false.
Modifié par Indoctrination, 10 septembre 2011 - 05:31 .





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