My two cents on the two Dragon Ages
DA:O had a very strong traditional tactical RPG feel. I think it took what was good about Neverwinter Nights's mechanics and streamlined them and removed the silly 6 second wait. Stats were less of a hassle to juggle and leveling up felt more rewarding. The story was overall pretty engaging with characters that were solid. The diversity and exploration was excellent. Had it had as robust a toolkit as NWN, I'd say it would have been an all around improvement.
I think its faults go in line with the "down to earth" feeling of character builds. Fighters and rogues added a strong tactical value to a party but didn't relay a strong feedback of power. The skills were oriented around controlling the battlefield and toggling status but never did it feel like that the fighters were doing their part. Often I would control a ranged character while my tanks and fighters were set and forget.
DA2 definitely changed this. DA2 had a very different feel from the first almost to a fault because it does not look like the same game at all. However when you actually get down and play it, it actually plays very much the same and better. Fighting styles were all dynamically different from each other in both appearance and tactical value. The "down to earth" feel was gone but in exchange a better combat mechanic filled its place.
On the other hand, the narrative still felt very different and almost very cartoonish. It was too much of a contrast to DA:O's style. I liked it, but it seems like you were trying to appeal to a brand new audience while alienating the fans of the original. Personally, I like Irish elves with big eyes and Qunari with horns. I like rogues dashing at hyper speeds and fighters swinging their massive swords across multiple foes. I just think that this should have been implemented from the getgo rather than make stark changes on a sequel almost retconning the entire world.
I understand the attempt at centering the story around one city but I feel the sense of exploration was gone. I think that it was still very possible to give a strong diversity in setting for the game while still maintaining the story being centered around Kirkwall. I think that there was a lot of story glossed over that had lots of potential. When compared to Dragon Age Origins, your choices throughout the game seem to have less of an impact on the events of the game. DA2's endings all stem from companion loyalty and choices made at the very end. How great would it be if there were two potential last bosses between Meredith and Orsino? Why railroad it to one chain of bosses? Your choices could have easily caused one or the other to be desperate enough to use the idol and ultimately be heavily corrupted by it.
What was the most scathing criticism for me is the lack of encounter diversity. The frequent use of suddenly spawning reinforcements was VERY tiresome. I honestly don't know what the designers were thinking with that or if they were just cutting corners. Do NOT repeat this formula. You guys are definitely better than this.
Finally, why isn't there a toolset for DA2? Please at the least release a similar toolset from DA:O to DA2. I'm sure the users have lots of idea to put in the city of Kirkwall. Plus I think Bioware is steering away from custom user content which renders a core function of this very site obsolete.
Modifié par Asianwaste, 19 mars 2012 - 06:30 .