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The Deep Roads aren't too bad ... yet


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#26
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Morwen Eledhwen wrote...

tklivory wrote...

And that's why it took me so long to spare Branka (and then it was just for the achievement and followed by a reload). *Brrrrr* Evil woman.



Yup. It's taking my most heartless and self-centered character to pull that one off. "Disgust? Compassion? Golems!" :alien:


For what it's worth, I don't think Branka is quite the villain she first appears to be. Her overall goal was noble, and most of the circumstances in her achieving it were unforeseen and beyond her control.

It's also my understanding that Hespith and the others left on their own accord first - then were subsequently captured by the darkspawn and forced to partially undergo the Broodmother rituals before escaping and returning to Branka for help.

By that time, however, there was nothing Branka could have done for them - they were lost to darkspawn corruption and were as good as dead. I suppose Branka could have killed them out of mercy (it's what I would've done), but that's sadly not the way things played out.

Listen to her little monologues after meeting her for the first time at her camp - if you can sort through all of the delirious claptrap, there are some interesting insights into the situation she and her House were in.

MKDAWUSS wrote...

And the weird thing is, I was totally like, "meh" during that entire sequence. I'm probably one of the few.


Well, it's just fiction. Either way, I doubt anyone is losing sleep over it - and if they are, they should probably see a therapist. LOL.

Modifié par greengoron89, 20 novembre 2011 - 03:54 .


#27
Asch Lavigne

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I remember the first time I played it not feeling any differently about this part of the game than the others, that all changed when I started hearing Hespith's creepy words long before I saw her. I'll never forget how I felt when I heard what happened to Branka's house and being on the edge of my seat wondering where Branka was and what is it she did. That part of the game totally had me hooked. I'll never forget seeing Laryn as the Broodmother. Nor finally meeting Branka and listening to how she made everyone go to their deaths for the Anvil. Best part of that whole game for me was the second half of the deep roads.

I agree that the Deep Roads are a mystery and thats what makes them interesting. We have Sandal, the whole I don't even know what to call it from the Golems DLC, the proof that again Dwarves were up to something in DA2. It's one of the best things about the game. I thought in DA2 going into the Deep Roads would be boring but that thaig and the idol, I want to know more!

#28
errant_knight

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I love the deep roads. It's a place where you actually feel like you're in danger because it's too far out to go running for more potions, etc It looks great, the fights are really interesting. I just like everything about it.

But then, I love the fade, too. There are easy ways to get through each section og that if you think about how to use your forms strategically, so it's a puzzle as much as it is a series of battles. And I love how much it makes you miss your companions and appreciate them when you get out.

I've never really got how some people don't enjoy those parts. Of course, part of it might depend on how much one likes the combat--which I really did.

Modifié par errant_knight, 20 novembre 2011 - 08:07 .


#29
tklivory

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I love playing both those levels (though I don't like Branka) but I love playing them even more with RavAGE/Random Age installed. Maker, those battles can get something fierce in the Deep Roads, particularly the fight on the bridge.

TBH, it was the puzzle aspect of the Fade (figuring out which form was best where) that truly hooked me into the gameplay in addition to the writing.

#30
Morwen Eledhwen

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greengoron89 wrote...

Listen to her little monologues after meeting her for the first time at her camp - if you can sort through all of the delirious claptrap, there are some insteresting insights into the situation she and her House were in.


I'm pretty sure I heard her talk about how the Broodmothers turned out to be an advantage for her because they produced more Darkspawn to test the traps. Even if she didn't actually *volunteer* the women of her house to become Darkspawn incubators, she doesn't seem to be too sorry about it.

#31
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Morwen Eledhwen wrote...
I'm pretty sure I heard her talk about how the Broodmothers turned out to be an advantage for her because they produced more Darkspawn to test the traps. Even if she didn't actually *volunteer* the women of her house to become Darkspawn incubators, she doesn't seem to be too sorry about it.


I think by the time that happened, she'd just flipped her lid entirely. It's like Hespith said, the Anvil consumed her mind and drove her completely mad, pretty much - she became "obsessed", but that word "isn't strong enough"

The whole thing is a huge tragedy. A lot of good people died trying to get that Anvil, and some of them suffered a fate I wouldn't wish on my worst enemy.

In the end, though, I must preserve it. If nothing else, seeing what happened to Hespith and the others makes me want to destroy the darkspawn more than ever - and the Anvil will help to that end more than anything.

I also feel that not preserving it means Hespith and the others suffered and died in vain - and that's not a pleasant thought for me.

#32
actionhero112

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Honestly I thought the whole 'golem' moral decision wasn't the fault of the object itself, it was that Dwarves were driven by desperation and greed so they abused the anvil. I mean, its pretty much shown that golems can die if they so choose, would it be so bad to have the option to extend your life past mortal limits?

The benefits are enormous, a living population that doesn't eat, sleep or produce any waste. The only constraint was space, and since the are beneath the earth could be almost endlessly tunneled, that isn't much of an issue either. I couldn't really see a downfall if someone actually not corrupt, and kind hearted took control of the anvil. Also I felt it was a fitting end to dwarves, actually 'returning to the stone' in a way.

Honestly I felt the entire moral decision was a sort of add in, the real plot of the deep roads was figuring out where darkspawn came from, and Branka's story was sort of a... means to an end. Though it was quite shocking to see the first time.


I probably WANTED to like the deep roads the most, but to be honest, it was too long for a linear storyline if you ask me. Felt repetitive in some ways.

Also the spider queen was a giant troll. "Oh you've stunned/frozen/immobilized/webbed me? I'm just going to lol teleport around the room while freezing your entire party and summoning adds. Some times, I don't reappear until a minute later. Tehe" 


I'm doing a rogue solo run, and honestly being frozen then chain overwhelmed is just frustrating. Cheap boss is cheap.

Modifié par actionhero112, 22 novembre 2011 - 02:51 .


#33
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actionhero112 wrote...

Honestly I thought the whole 'golem' moral decision wasn't the fault of the object itself, it was that Dwarves were driven by desperation and greed so they abused the anvil. I mean, its pretty much shown that golems can die if they so choose, would it be so bad to have the option to extend your life past mortal limits?

The benefits are enormous, a living population that doesn't eat, sleep or produce any waste. The only constraint was space, and since the are beneath the earth could be almost endlessly tunneled, that isn't much of an issue either. I couldn't really see a downfall if someone actually not corrupt, and kind hearted took control of the anvil. Also I felt it was a fitting end to dwarves, actually 'returning to the stone' in a way.

Honestly I felt the entire moral decision was a sort of add in, the real plot of the deep roads was figuring out where darkspawn came from, and Branka's story was sort of a... means to an end. Though it was quite shocking to see the first time.


Control Rods. 

I'd like to be super strong and environmentally independent - but not if I cease to be aware or have no control over my choices and actions.

Creating golems is a HUGE moral test.

#34
actionhero112

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I felt the idea of control rods issue was forced in itself. If dwarves were honest about what being a Golem entailed, and the benefit to their homeland, many would sign up. You wouldn't need control rods if the golems actually wanted to be golems.

I addressed this in my previous post, but the real issue was greed. They started using the golem making process as a punishment instead of an alternative to death/ultimate soldier deal, and that made the process inherently negative. Golem's themselves aren't remotely evil, its that dwarves are power hungry and desperate.

#35
Morwen Eledhwen

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I think the control rods are necessary because the golems are essentially machines. Shale doesn't need one because she was magically "brought to life" like Johnny 5 or Frosty the Snowman. But the other golems all need control rods in order to act in any way, not just to do what their masters want them to, is how I always read it.

#36
Zaxares

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Based on what Shale tells you and Caridin's description of how the control rods worked, it sounds like all golems retain their memories and personality after their transformation, but they are essentially enslaved to whomever holds their control rods. They can do nothing that has not been commanded by their masters. Caridin managed to retain his free will because he did not teach his apprentices how to forge the control rods, and Shale's free will is apparently a result of Wilhelm's experiments on her.

That makes being a golem a truly horrible fate. Imagine being completely aware and conscious, but you're trapped in a body that you do not control. Even for willing volunteers, I imagine this takes a tremendous toll on one's psyche. Most golems are probably mute and silently obedient because their minds have retreated into themselves, if not gone completely insane.

I'm not sure WHY the control rods were created in the first place, although Caridin probably made them as a safeguard to ensure that the golems he created couldn't go berserk and just destroy everyone in sight.

#37
actionhero112

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Which is quite derpish IMO, if the Harvester taught me anything, it's that Golem control methods don't always work. (also it on nightmare is quite difficult, but that is neither here nor there) Its also shown that Golems retain some sort of sentience of their former life, though this corrodes over time, but can be maintained with effort. (examples of both Carridin and Shale)

The real issue is the control rods. Not the golem form itself. So I maintain my position that if dwarves were honest with volunteers in what being a golem entails, they would not need to use the control rods except in extreme cases where something goes wrong.

#38
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Once in awhile I read a comment that will become part of my vocabulary for awhile.

While "derp" is overused and will not be one of my phrases, the application in the above post is to be applauded!

Bravo!

#39
Zaxares

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actionhero112 wrote...
The real issue is the control rods. Not the golem form itself. So I maintain my position that if dwarves were honest with volunteers in what being a golem entails, they would not need to use the control rods except in extreme cases where something goes wrong.


I don't disagree with you, but what happens then if the newly created golem goes, "Hey, now that I have all this awesome power, I'm just going to kill you and do what I want." Worse, what if the golems themselves decide to band together, overthrow the king and seize power? Now you have an immortal king (and possibly an entire court) who likely has very little ability to empathise with the needs of the living. And if you disagree with him, he simply squishes your head.

A better solution might be to have control rods, but they are not keyed to a specific golem and function more as magical items that can be used to deactivate or rein in a rogue golem.

#40
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Zaxares wrote...

A better solution might be to have control rods, but they are not keyed to a specific golem and function more as magical items that can be used to deactivate or rein in a rogue golem.


And that could be abused too.  "Hey, I'm a jerk (insert type of jerk here) who got his hands on some control rods.  I'll de-activate all the golems for (insert lousy reason here)."

Now all the Golems have been rendered incapable of motion against their will.

There is no good solution that involves creating Golems at all.  You give them free will, they are dangerous.  You shackle them with control rods, they are slaves.  Either way there is a huge downside to creating and using golems.

The only question that really matters is, "Is the creation and use of golems worth it?"  They are awesome weapons that did keep the dwarven kingdoms safe and posperous for generations.

But this notion that creating golems can somehow be a win - win is frankly a dead end discussion.

#41
Gibb_Shepard

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The Fade and Deep Roads are easily my most loathed parts of DAO. I never like any parts of any game that are needlessly drawn out for combat's sake.

#42
Joannam

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 Deep Roads suck and so many tunnels are blocked that even after 8 plus hours I still cannot get past the cross roads, nor can I complete the Audecan Thaig (another blocked tunnel. Am ready to delete this game.:sick::pinched::blink: 

#43
Joannam

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If anyone can tell how to get through it. I have killed all the critters and bad guys and cannot do any more until the tunnels are unblocked. Help!!!

#44
Ferretinabun

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Joannam - You don't unblock tunnels in the Deep Roads. If the road is blocked (as many are) you have to look for an alternative route. Using the map helps a great deal to keep track of where you've been and where you still need to explore.

The Audecan Thaig is unusual in that there is no exit. You enter, explore it, and leave by the same way you came in. The only other Deep Roads area to do that is the last one. The others, however, have at least one entrance and one exit.

The Caradin's Cross exit is to the south.

#45
Carmen_Willow

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greengoron89 wrote...

I love the Deep Roads - easily my favorite part of the DA games. Something about them is just... alluring - probably the danger, rich history, and sense of mystery is what does it for me.

Also, the Dead Trenches... you will not soon forget the experiences of that place. I will say no more than that.


I thought the Deep Roads in Origins were much scarier than those in Awakenings and DA:2.  I had the sense of claustrophobia from being in the darkspawn tunnels that I would expect.  And when you reach the really deep parts....totally awsome! It really was like being in the graveyard of an old old culture. Yes, it is long, but subsequent Deep Roads have never felt so scary or so right.