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Why You Should Give "Dragon Age II" a Second Chance


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#226
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Sylvius the Mad wrote...

I think they did it to make writing easier. If they always know why the PC is in any given area, the NPCs can always react accordingly. Without that, the NPC dialogue would necessarily need to be a bit more generic. Or at least written with the possibility in mind that the PC wouldn't know what was going on.

I've been telling them for 12 years now that it was a bad idea.

A bad idea how? Bad in that it restricts choice, but also good in that it allows better interaction between PC and NPC.

Modifié par EternalAmbiguity, 08 novembre 2011 - 01:21 .


#227
Realmzmaster

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Both DA2 and DAO had parts that stretched credibility. The Warden being able to walk around Denerim (Loghain's seat of power) at will before the Landsmeet without being attack by every guard and solider ( Bioware tries to explain it away by having the sergeant state that everyone does not believe the Grey Wardens did it). The only time the Warden is challenged is by a knight who was at Ostagar. And then nothing. His seconds do not even inform Loghain that the Warden is in town!

Hawke not tracking down the killer and following every lead is a disappointment.

The fact that there are parts in both games that you cannot skip. Why does the Warden have to agree to the Landsmeet plan? Simple, because it is written that way.

Why is attacking Loghain right away suicidal? If the Warden can walk around Denerim impudently? Slaughter his/her way through Howe's new estate. Surely he can take on the King's guard. The army is out trying to crush rebellion. If nothing else the Warden could leave the Regent his calling card on his throne, if Loghain is not at home.

Hawke can be equally bad. He/she never follows up on the idol or ask Varric about news of it.

But this happens in any game that is story driven. You can only account for so many possibilities with in the contact of the story and given the amount of resources.

I think that the writer of the article decide to look at events differently based on other criticism. The writer looked at the game from a different perspective or prism and changed their opinion. It is still one person's opinion. The gamer makes the decision whether to be swayed by the argument or not.

#228
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Read the article.

Ironically, my experience was the same, but polar opposite. I played DA2 an d LOVED it as a game. It was not DAO - it was a different game. But it was a very well done game.

Then I started to review the critics. And what I got from the critics was that DA2 was ****e. And I thought about these other points of view just like or author. And just like our author I decided the critics had valid points.

So I played DAO again to compare.

Conclusion: DA2 is the biggest letdown of 2011.

So similar journey, opposite destitination.

#229
AlexXIV

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Realmzmaster wrote...

Both DA2 and DAO had parts that stretched credibility. The Warden being able to walk around Denerim (Loghain's seat of power) at will before the Landsmeet without being attack by every guard and solider ( Bioware tries to explain it away by having the sergeant state that everyone does not believe the Grey Wardens did it). The only time the Warden is challenged is by a knight who was at Ostagar. And then nothing. His seconds do not even inform Loghain that the Warden is in town!

Hawke not tracking down the killer and following every lead is a disappointment.

The fact that there are parts in both games that you cannot skip. Why does the Warden have to agree to the Landsmeet plan? Simple, because it is written that way.

Why is attacking Loghain right away suicidal? If the Warden can walk around Denerim impudently? Slaughter his/her way through Howe's new estate. Surely he can take on the King's guard. The army is out trying to crush rebellion. If nothing else the Warden could leave the Regent his calling card on his throne, if Loghain is not at home.

Hawke can be equally bad. He/she never follows up on the idol or ask Varric about news of it.

But this happens in any game that is story driven. You can only account for so many possibilities with in the contact of the story and given the amount of resources.

I think that the writer of the article decide to look at events differently based on other criticism. The writer looked at the game from a different perspective or prism and changed their opinion. It is still one person's opinion. The gamer makes the decision whether to be swayed by the argument or not.


What does the Warden gain from killing Loghain? Revenge? It would only make him a murderer and support Loghain's claim that the Grey Wardens are traitors. The only way to unite Ferelden is to convince the nobles that the Warden is the safer bet in the war against the Blight. Which can only be done if the Warden sides with either Loghain or Eamon. It is kinda sad that there is not a choice to side with Loghain but you can blame his paranoia for this since he just won't listen.

The only thing that bothers me a bit is that the Warden has to gather all 3 armies. I think 2 out of 3 would have been enough as well. Also the Anora rescue railroad. As if the Warden had no choice than to rescue her. At the very least he could have told Eamon to do it himself if he wants her freed so badly.

But in DA:O you had choices at least. In DA2 the 2 big events, the qunari uprise and the mage/templar war are both thrown at Hawke without proper explaination why Hawke had to help. Actually as the story goes Hawke could very well be pro Qunari. I personally liked the Arishok better than most if not all other people in Kirkwall (except companions ofc). And in the mage-templar conflict there is not one good reason why Hawke should either defend the mages or help the templars. The only reason I chose to help the mages was because I was plot-forced to pick one of the two sides and wasn't going to let my Hawke become a murderer, then I rather choose to be a martyr.

I'm not complaining that Hawke ends up supporting one side, but for heck's sake give me a good reason other than Meredith saying 'You have to.' Especially if you can then choose to support the mages which is against Meredith's will anyway. The problem with DA2 is probably not only the railroad, it is more that they didn't even bother to cloak it in a matching story. The player just gets told where to go and what to do rather bluntly. In DA:O at least you feel that the Warden makes the calls. I mean seriously, if you are in charge there is no reason to rebel. But if you're just being bossed around like Hawke I'd at least expect an option to say 'no' or 'FU'.

Modifié par AlexXIV, 08 novembre 2011 - 12:37 .


#230
Sylvius the Mad

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EternalAmbiguity wrote...

A bad idea how? Bad in that it restricts choice, but also good in that it allows better interaction between PC and NPC.

Different, not better.  I won't concede that it's better.

Realmzmaster wrote...

Both DA2 and DAO had parts that stretched credibility. The Warden being able to walk around Denerim (Loghain's seat of power) at will before the Landsmeet without being attack by every guard and solider ( Bioware tries to explain it away by having the sergeant state that everyone does not believe the Grey Wardens did it). The only time the Warden is challenged is by a knight who was at Ostagar. And then nothing. His seconds do not even inform Loghain that the Warden is in town!

That could have been done better, I think, by having the guards not acknowledge the Warden at all.  Denerim is a big city.  The guards wouldn't know everyone who is in town.  They could have even had a game sequence wherein the Warden's party had to sneak into the city to avoid checkpoints at the gates or something.

But even without those, I see no reason why a small group of people couldn't wander the streets of a large city without law enforcement immediately descending upon them.

Hawke not tracking down the killer and following every lead is a disappointment.

Because I wasn't reading my journal (to avoid the constant stream of metagame information it provided), I thought I was supposed to be tracking down the killer.  I went everywhere.  I did an exhaustive search of the entire damn city.

#231
MerinTB

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Sylvius the Mad wrote...

Hawke not tracking down the killer and following every lead is a disappointment.

Because I wasn't reading my journal (to avoid the constant stream of metagame information it provided), I thought I was supposed to be tracking down the killer.  I went everywhere.  I did an exhaustive search of the entire damn city.


You think this is bad - there was a part in L.A. Noire where I knew, absolutely knew, whom the killer was very early in one of the acts.  And you couldn't even question that person, constantly having to (to advance the game) accuse people that I KNEW were innocent.  THAT, to me, is HORRIBLE game design.  I liked L.A. Noire, but forcing me to have my character arrest and charge certain people to move the game forward, regardless of whether you have personally already solve who ACTUALLY did it, is bad design.

DA2 just prevented you from going after the real guy - you never even met or heard of the guy before meeting him in the final confrontation.   Bad, sure, but at least DA2 didn't FORCE you to arrest an innocent person.

#232
Dubya75

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Vegos wrote...

Sylvius the Mad wrote...

Dubya75 wrote...

Instead of them blocking off areas everything should just be kept open and if you set foot in an area you don't belong either you get killed or nothing happens. Would be a hell of a lot better than being confined to story-quest-related areas. Makes everything just seem more linear the way they're doing it at the moment.

It's something they started doing with Baldur's Gate 2 (there was one area that was unjustifiably quest-gated in BG - Cloakwood - the rest of the game was as open as lore allowed), and they've kept doing it ever since.

The only time they've stepped away from this design even a little bit was with the Uncharted Worlds in ME.  Those could be visited as the player saw fit without needing a quest first (though, if there was a quest on a planet, you would immediately be given it as soon as you arrived, which wasn't ideal).


Now, I assume they did it for "pacing". I'm not saying I agree, I'd prefer a wide open sandbox concept myself, but I assume that's why they do it.


Maybe. But why? Do they really think they need to set the pace for us? The whole idea (well that's what I thought anyway) is that the player determines his own pace.
Instead they spoon feed the game to us, seemingly afraid we won't be able to cope with anything other than a rail-tracked progression.
This is my biggest gripe with this game. Even Origins was (or felt) more open.
Baaaah!!! To the Fade with it! Hopefully they do it better next time...

#233
Realmzmaster

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Sylvius the Mad wrote...

EternalAmbiguity wrote...

A bad idea how? Bad in that it restricts choice, but also good in that it allows better interaction between PC and NPC.

Different, not better.  I won't concede that it's better.

Realmzmaster wrote...

Both DA2 and DAO had parts that stretched credibility. The Warden being able to walk around Denerim (Loghain's seat of power) at will before the Landsmeet without being attack by every guard and solider ( Bioware tries to explain it away by having the sergeant state that everyone does not believe the Grey Wardens did it). The only time the Warden is challenged is by a knight who was at Ostagar. And then nothing. His seconds do not even inform Loghain that the Warden is in town!

That could have been done better, I think, by having the guards not acknowledge the Warden at all.  Denerim is a big city.  The guards wouldn't know everyone who is in town.  They could have even had a game sequence wherein the Warden's party had to sneak into the city to avoid checkpoints at the gates or something.

But even without those, I see no reason why a small group of people couldn't wander the streets of a large city without law enforcement immediately descending upon them.

Hawke not tracking down the killer and following every lead is a disappointment.

Because I wasn't reading my journal (to avoid the constant stream of metagame information it provided), I thought I was supposed to be tracking down the killer.  I went everywhere.  I did an exhaustive search of the entire damn city.


I agree with you in part , but you can have Shale in the party and go all over Denerim. I am sorry a golem is going to attract attention even in a big city. But nothing happens. A golem is not a common sight. The only time it is a concern is the attack on the arl of Denerim estate because she cannot be disguised.

I had a problem with the killer quest because you could do an excellent search of the foundry and find nothing no matter how high your cunning. The secret trapdoor was story plot hidden. This is mediocre writing. It would have been better if the door could be discovered and the killer slipped through your fingers and set up shop elsewhere. Or if you are fast enough you catch the killer and prevent any more murders.
None of those choices are offered. That is why a lot of DA2 feels and is railroaded. I enjoyed DA2, but it could have been much better.

#234
Sylvius the Mad

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Realmzmaster wrote...

I agree with you in part , but you can have Shale in the party and go all over Denerim. I am sorry a golem is going to attract attention even in a big city. But nothing happens. A golem is not a common sight. The only time it is a concern is the attack on the arl of Denerim estate because she cannot be disguised.

A golem is going to draw attention, but Loghain's people have no reason to associate a golem with the Grey Wardens.

Modifié par Sylvius the Mad, 08 novembre 2011 - 09:47 .


#235
craigdolphin

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The problem with that article for me is that some of my criticism of DA2 actually has little to do with gameplay at all. For me, the relationships with my 'companions' felt empty and lifeless by comparison to those in DAO, so I couldn't disagree with the article more on that front.

The largest part of my disconnection with the NPC's I attribute to the revised conversation system. IMO, the characters ceased to be 'people' once they left their little hidey holes, and instead became combat statistics-with-legs. In Origins, Bioware at least attempted to maintain the illusion of them being people by allowing the player to initiate dialog with them while on the road. So some conversations were initiated by the PC and some by the NPC. Kinda like the real world: sometimes you speak to your friend first, sometimes they speak to you. In DA2, the triggering of conversations was an entirely passive situation for the player. Either you went to their hidey hole, or you could not talk with them, unless 'they' triggered the conversation. And in many situations it just was infuriating. I know my wife also felt the same way. Not that DAO's system was perfect, but this aspect of the game went from a 9/10 to a 2/10 IMO.

I thought this conversation system change was the worst-equal of DA2's faults (the new art style being the other). As a result, I just don't give a damn about the NPC's or their stories: they're just glorified combat assets and the illusion of personality is stripped away every time you step out of their home base. Now I know that ML and DG are talking about loosening up slightly on this again for the future, and perhaps they can do it via a revision to the banter system or somesuch. I dunno. Currently I am leaning 'sceptical' on how succesful that might be at addressing my issues, but I am waiting to hear more details before I decide whether it's worth taking a risk on or not.

And my enjoyment of the companion relationships certainly wasn't helped by the character of the companions either. Most of them I actively disliked this time around. In fact, the only part of it that I enjoyed was (finally) having the option to kill some of them off. Unfortunately that option came far, far later in the game than I would have preferred.

Another non-gameplay issue with DA2 was the endlessly repetitive theme of templars vs mages. I got so utterly tired of the topic by the end of the game I was about ready to throw the mouse at the monitor every time it was mentioned. Which made the Orsino transformation even more... infuriating....doesn't quite do it justice. And I was enjoying the Lily murderer quest because I had been thinking it was finally a non-blood mage quest only to find out...%^#$%&^#&!!!!! Really? REALLY? Nooooooooo....

The article points out that Hawke was essentially a helpless bystander, and passive 'survivor', and lauds that as a change from the normal in games. Ok, fair point: it was indeed a change. But that rather misses the point that for many, that change rather ruined the experience of playing a 'hero' in a fantasy world. I don't object to Bioware trying to do something different, but games are supposed to be fun aren't they? Who really feels that being made to feel largely irrelevant is 'fun'? I know I surely don't. (We already have politics for that). Thankfully, Bioware have already begun talking about consequence being one of their new watch-words so that's a good sign.

The other issue is that, as a sequel to an existing franchise, customer expectations have already been set by the original. If the product is good then sell that product for what it is on its own merits, not by deliberately conflating it with something quite different and then demanding that customers stop complaining that it wasn't what they expected or wanted.If the market really wants a DAO-2, and Bioware instead wants to make
something completely different (DA2) and it turns out to result in half
the sales, then that rather suggests that Bioware might have erred in
their vision: not that the customers are wrong and need their
perspective adjusted.

The upshot is that negative reaction to DA2 boiled down to a number of major design-vision changes (both gameplay and non-gameplay) that left a large fraction of the eventual customers dissapointed. Paired with an aggressive effort to obtain pre-orders (signature edition) this has the feel of a bait and switch. I recall one of the devs (I think it was Mike Laidlaw) saying in response to the pre-release unrest on the forums something along the lines of (paraphrase) 'I think our track record in pretty good and we think you'll like the changes once you get to be hands-on with the game. I think we've earned some trust.' I felt he had a point and I was willing to give them the benefit of the doubt, so I did not cancel my preorder. For me, that WAS the 'second chance' for DA2.

I have no interest in giving DA2 another look. The author of the article might have convinced himself that DA2 is now a silk purse, but for me it's very definitely still a sow's ear. That's why I can't bring myself to buy and try the DLC: the idea of replaying the base game is a significant deterrent for me.

Now, I am paying close attention to what the devs are saying wrt future DA-direction. But I already know that I will definitely not be pre-ordering DA3, no matter what. My new position with Bioware is 'trust, but verify'. Some of the revisions being mentioned by ML sound like improvements over DA2. And some of the ideas I've read about from DLC's sound intriguing too. Based on that, DA3 will almost certainly be better executed than DA2. But the question I have is whether they can bring it back up anywhere near to the level set by DAO while still laboring under the design vision that mandated the wholesale changes in the first place?

Make no bones about it: for me DA2 <<<<<< DAO. If I decide that DA3 is closer to the DA2 end of that spectrum then I will likely be passing on it. (And the whole Origin requirement thing will also be a deal breaker if it turns out that way and the EULA/spyware issues are not fixed).

I purchased 2 copies of DAO, 2 copies of DAA, and 2 copies of DA2 because my wife and I each wished to play those games as soon as they were available. We were too excited by the prospect of playing them to want to wait for the other to finish their playthrough, so 2 copies were bought each time. The letdown of our DA2 experience means that we will only be purchasing one copy of DA3 if we do decide to buy it at all. Neither of us is particularly excited by the idea of the game right now, and neither of us is so antsy to play that we can't wait for the other to finish first. Disillusionment leads directly to apathy, and apathy is the sloth demon's greatest weapon and the marketer's nemesis. No: I am not saying that DA2 is a terrible game. It is a mediocre one IMO. But I really don't consider mediocre games to be worth spending AAA money on.

So basically, I am happy the article author feels better about DA2, but nothing he wrote convinces me that DA2 is worth another look. Sorry. If that makes me a hater then ...fine. Sticks and stones, and all that jazz.

Modifié par craigdolphin, 08 novembre 2011 - 10:01 .


#236
Anyroad2

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Sylvius the Mad wrote...

A golem is going to draw attention, but Loghain's people have no reason to associate a golem with the Grey Wardens.


"So I saw a small group running around the market the other day... they had a really unique looking golem with them. Never seen anything like it."

"Did you happen to see who the golem was following?"

"Oh, just someone who matches the exact description of the Grey Warden were supposed to keep an eye out for. Cant be them though. A warden would never be able to get a golem."


I dont know if that would fly to well.


Not that I'm complaining about being able to run around Denirim. I understand that video games have limits and some things are done for the sake of story... or to lessen the work load. This is the same thing as why, in DA2, youre able to run around Kirkwall as/with an apostate(s).

#237
Vegos

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Dubya75 wrote...

Maybe. But why? Do they really think they need to set the pace for us? The whole idea (well that's what I thought anyway) is that the player determines his own pace.
Instead they spoon feed the game to us, seemingly afraid we won't be able to cope with anything other than a rail-tracked progression.
This is my biggest gripe with this game. Even Origins was (or felt) more open.
Baaaah!!! To the Fade with it! Hopefully they do it better next time...


Yes, that's pretty much how I feel about it. I am guessing that was their reason, but I can't, for the life of me, guess why they'd think it was actually a good reason.

#238
Sylvius the Mad

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Anyroad2 wrote...

"So I saw a small group running around the market the other day... they had a really unique looking golem with them. Never seen anything like it."

"Did you happen to see who the golem was following?"

"Oh, just someone who matches the exact description of the Grey Warden were supposed to keep an eye out for. Cant be them though. A warden would never be able to get a golem."


I dont know if that would fly to well.

Do we have reason to believe that Loghain knows which Grey Wardens survived Ostagar?

Oh, wait, I suppose we do.  The PC's description was provided to the guards stationed in Lothering.  Okay, that's a potential problem, but I think it would have bothered people less if Denerim had felt like a larger city.

#239
Realmzmaster

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Sylvius the Mad wrote...

Realmzmaster wrote...

I agree with you in part , but you can have Shale in the party and go all over Denerim. I am sorry a golem is going to attract attention even in a big city. But nothing happens. A golem is not a common sight. The only time it is a concern is the attack on the arl of Denerim estate because she cannot be disguised.

A golem is going to draw attention, but Loghain's people have no reason to associate a golem with the Grey Wardens.


True, but then people will also look closer at the party the golem is traveling with. If you do the quests given by Slim Couldry. He will greet you as the Warden. You can then ask how he knew that your character was the Warden. Slim will tell the Warden that his likeness and a description of him is being pass around to the guards. I can only assume that information on traveling companions would be included.

If you let Loghain's men live in Lothering to send Loghain a message then those men will note the warden and who is traveling with the Warden.

#240
Rawgrim

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I gave DA2 a second chance. Replayed the whole thing. I still don`t think its a great game. Far from it. But its not the worst game ever made either.

#241
BLunted

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No way I am playing it a second time. I had to force myself to finish it during the last act on my only playthrough because it was soooo bad.

You couldn't pay me to play it again.

#242
Hurbster

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IMO the characters were the best thing about DA2 by far (apart from killing whoever was impersonating Anders), I pretty much did not like anything else about it. From the combat to the missing bits copypasta ect,ect.

I have played it twice and thats it. Got my save, forget about it till the next one. I'll pretend it's a bad cheese-induced dream or something.

Modifié par Hurbster, 13 novembre 2011 - 12:17 .


#243
bigSarg

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Ok, I read the article and I have played through DA2 about 5 times, and I think the article is BS, there was no real meaningful interaction with relationships, the game got more boring every play through, DA2 was not compelling at all, I felt no compulsion to do anything and no sense of urgency to finish the game or to continue, the storyline made little sense to me (especially playing a mage), I felt nothing for the city or my companions because I had only limited interaction with my companions and I was stuck in a dirt whole city that was completely lifeless and unchanging. The more I play this "game" the more I dislike it and the more I find that seems utterly useless. I will admit however that there are areas of the game that I thought were improvements over DA:O but the glaring faults overshadowed any improvements and made them seem minor. I fail to see any "love and Care" put into DA2 at all, it was rushed and only released on the hopes that the fame of DA:O would carry it through before it was forgotten. The DLC's were far better than the main game which leads me to believe that Bioware had the potential to make a good or even great game but chose not to or just failed to do so, maybe because EA forced them to release a game that was not ready or for what other reason but the fact remains that DA2 should not have been released in the state it was in. I found my companions to be completely annoying and if given the chance I would have killed most of them myself just to shut them up. I'm sorry but I still feel the game was a waste of money and my opinion will not change because someone had to come up with a reason to like it so they didn't feel like such a wanker for wasting money on it. For those of you that changed your mind about the game and are now saying you like it or at least can tolerate it, more power to you, but I will not lower my standards or expectations to make myself feel better.

#244
KristofCoulson

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jlb524 wrote...

Well, yes, Hawke is really good at killing things and has saved people's lives.  I think the idea is that Hawke isn't as 'epically heroic' as some other BW protagonists have been because she can't solve the most important issues facing the people in Kirkwall (the mage issue, for one).

The greatest issue facing people in DA:O is the Blight of course and the Warden swoops in to save the day and everyone is happy.  Nothing like that happens in DA2.  At the end of DA2, there's no feeling of great accomplishment, a "Woot!  Hell yes!  I saved the day!"  No fist-pumping.


Technically she did sort the problem. Any mages not killed by the Templars, Hawke slaughters. Doesn't matter which side she supports either.

#245
Saintthanksgiving

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Hawke is a heavily armed spectator... he is basically a Philly's fan in chainmail.

#246
Uccio

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craigdolphin wrote...

The problem with that article for me is that some of my criticism of DA2 actually has little to do with gameplay at all. For me, the relationships with my 'companions' felt empty and lifeless by comparison to those in DAO, so I couldn't disagree with the article more on that front.

The largest part of my disconnection with the NPC's I attribute to the revised conversation system. IMO, the characters ceased to be 'people' once they left their little hidey holes, and instead became combat statistics-with-legs. In Origins, Bioware at least attempted to maintain the illusion of them being people by allowing the player to initiate dialog with them while on the road. So some conversations were initiated by the PC and some by the NPC. Kinda like the real world: sometimes you speak to your friend first, sometimes they speak to you. In DA2, the triggering of conversations was an entirely passive situation for the player. Either you went to their hidey hole, or you could not talk with them, unless 'they' triggered the conversation. And in many situations it just was infuriating. I know my wife also felt the same way. Not that DAO's system was perfect, but this aspect of the game went from a 9/10 to a 2/10 IMO.

I thought this conversation system change was the worst-equal of DA2's faults (the new art style being the other). As a result, I just don't give a damn about the NPC's or their stories: they're just glorified combat assets and the illusion of personality is stripped away every time you step out of their home base. Now I know that ML and DG are talking about loosening up slightly on this again for the future, and perhaps they can do it via a revision to the banter system or somesuch. I dunno. Currently I am leaning 'sceptical' on how succesful that might be at addressing my issues, but I am waiting to hear more details before I decide whether it's worth taking a risk on or not.

And my enjoyment of the companion relationships certainly wasn't helped by the character of the companions either. Most of them I actively disliked this time around. In fact, the only part of it that I enjoyed was (finally) having the option to kill some of them off. Unfortunately that option came far, far later in the game than I would have preferred.

Another non-gameplay issue with DA2 was the endlessly repetitive theme of templars vs mages. I got so utterly tired of the topic by the end of the game I was about ready to throw the mouse at the monitor every time it was mentioned. Which made the Orsino transformation even more... infuriating....doesn't quite do it justice. And I was enjoying the Lily murderer quest because I had been thinking it was finally a non-blood mage quest only to find out...%^#$%&^#&!!!!! Really? REALLY? Nooooooooo....

The article points out that Hawke was essentially a helpless bystander, and passive 'survivor', and lauds that as a change from the normal in games. Ok, fair point: it was indeed a change. But that rather misses the point that for many, that change rather ruined the experience of playing a 'hero' in a fantasy world. I don't object to Bioware trying to do something different, but games are supposed to be fun aren't they? Who really feels that being made to feel largely irrelevant is 'fun'? I know I surely don't. (We already have politics for that). Thankfully, Bioware have already begun talking about consequence being one of their new watch-words so that's a good sign.

The other issue is that, as a sequel to an existing franchise, customer expectations have already been set by the original. If the product is good then sell that product for what it is on its own merits, not by deliberately conflating it with something quite different and then demanding that customers stop complaining that it wasn't what they expected or wanted.If the market really wants a DAO-2, and Bioware instead wants to make
something completely different (DA2) and it turns out to result in half
the sales, then that rather suggests that Bioware might have erred in
their vision: not that the customers are wrong and need their
perspective adjusted.

The upshot is that negative reaction to DA2 boiled down to a number of major design-vision changes (both gameplay and non-gameplay) that left a large fraction of the eventual customers dissapointed. Paired with an aggressive effort to obtain pre-orders (signature edition) this has the feel of a bait and switch. I recall one of the devs (I think it was Mike Laidlaw) saying in response to the pre-release unrest on the forums something along the lines of (paraphrase) 'I think our track record in pretty good and we think you'll like the changes once you get to be hands-on with the game. I think we've earned some trust.' I felt he had a point and I was willing to give them the benefit of the doubt, so I did not cancel my preorder. For me, that WAS the 'second chance' for DA2.

I have no interest in giving DA2 another look. The author of the article might have convinced himself that DA2 is now a silk purse, but for me it's very definitely still a sow's ear. That's why I can't bring myself to buy and try the DLC: the idea of replaying the base game is a significant deterrent for me.

Now, I am paying close attention to what the devs are saying wrt future DA-direction. But I already know that I will definitely not be pre-ordering DA3, no matter what. My new position with Bioware is 'trust, but verify'. Some of the revisions being mentioned by ML sound like improvements over DA2. And some of the ideas I've read about from DLC's sound intriguing too. Based on that, DA3 will almost certainly be better executed than DA2. But the question I have is whether they can bring it back up anywhere near to the level set by DAO while still laboring under the design vision that mandated the wholesale changes in the first place?

Make no bones about it: for me DA2 <<<<<< DAO. If I decide that DA3 is closer to the DA2 end of that spectrum then I will likely be passing on it. (And the whole Origin requirement thing will also be a deal breaker if it turns out that way and the EULA/spyware issues are not fixed).

I purchased 2 copies of DAO, 2 copies of DAA, and 2 copies of DA2 because my wife and I each wished to play those games as soon as they were available. We were too excited by the prospect of playing them to want to wait for the other to finish their playthrough, so 2 copies were bought each time. The letdown of our DA2 experience means that we will only be purchasing one copy of DA3 if we do decide to buy it at all. Neither of us is particularly excited by the idea of the game right now, and neither of us is so antsy to play that we can't wait for the other to finish first. Disillusionment leads directly to apathy, and apathy is the sloth demon's greatest weapon and the marketer's nemesis. No: I am not saying that DA2 is a terrible game. It is a mediocre one IMO. But I really don't consider mediocre games to be worth spending AAA money on.

So basically, I am happy the article author feels better about DA2, but nothing he wrote convinces me that DA2 is worth another look. Sorry. If that makes me a hater then ...fine. Sticks and stones, and all that jazz.


Quoted for being so goddam right.

#247
Phaedros

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I will try DA2 for the 2nd time, just as soon as there's some decent mods. But that's not likely to happen is it?

#248
FaeQueenCory

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Phaedros wrote...

I will try DA2 for the 2nd time, just as soon as there's some decent mods. But that's not likely to happen is it?

WHAT?!?!?!
There are some excelent mods out there!
And one especially makes DA2 bearable... mostly: Ish's Diversified Follower's Mod
It doesn't add anything to the plot... or make any choices relevant to anything..... but it DOES give companions other things to wear!!
One that adds a LOT to the game is the rune expansion pack, the game was in SERIOUS need of more runes. And this fixes that need beautifully.
And then there is the import bug fix, a must have for anyone on the PC.

And those are probably just my top three favorites, but there are mods out there for practically everything! So don't go saying that there are no decent mods. It's rude to the moding community. They work hard.:wizard:

#249
Wozearly

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Realmzmaster wrote...

True, but then people will also look closer at the party the golem is traveling with. If you do the quests given by Slim Couldry. He will greet you as the Warden. You can then ask how he knew that your character was the Warden. Slim will tell the Warden that his likeness and a description of him is being pass around to the guards. I can only assume that information on traveling companions would be included.

If you let Loghain's men live in Lothering to send Loghain a message then those men will note the warden and who is traveling with the Warden.


Just playing devil's advocate, the reaction you meet from people as the Warden can vary. The captain of the guards in Denerim market openly admits he has no intention of reporting seeing you because he doesn't want trouble with the Wardens. Other warden sympathisers or cowards in key positions would also have been able to turn a blind eye for political or self-protecting reasons.

Also, spotting the Wardens in Denerim is only any use if they stick around long enough to get a party of guards or soldiers ready to deal with them before they move on. Plus, if you're wearing full-face visors, the opportunity to be seen would be limited.

Granted, it stretches credulity a wee bit when there's a golem tramping around with you. And it would have been a nice touch if some of the random encounters were Loghain's men trying to bring you down rather than just banditry...but hey, there's always room for improvement. ;)

#250
Phaedros

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FaeQueenCory wrote...


It doesn't add anything to the plot... or make any choices relevant to anything..... but it DOES give companions other things to wear!!
.:wizard:


cosmetics again..

I have nothing but admiration for all modders .. It's just a shame with DA2 that they have nothing worthwhile to work with  ...   :mellow: