I'm incredibly sad about this news. I adored DA2 and Origins, both--but I've played and completed more DA 2 (7 or 8 Hawkes, 3 Wardens). I only stopped playing DA2 when SWtOR came out, actually, and probably would have dropped SWtOR like a hot potato for a DA 2 Expansion.
I have to confess to not being excited by a DA3 at the moment--mainly because it seems like it was the death knell for Hawke and DA2. I probably will be angry at DA3 (or whatever it is) until the release day, at which point, I'll happily play it, I'm sure, but until then I want whoever needs to hear it to know that I think it was the wrong decision to cancel the expansion (and/or more DA2 dlc--which I own all of).
In case this other thing turns out to be an MMO version of DA, you should be aware that there can be only one--that is, I won't subscribe to both SWtOR and a DAmmo. I'm not that jazzed about the MMOness of SWtOR, though I like the RP (as in, I can't be bothered to do the flashpoints; I RP and do the story quests with occasional grouping).
In case this other thing turns out to be some social media hooha, well: ick. If it's comics: meh/bleh. If it's anime: don't care.
I've recently given DA2 as a gift to a couple of people, and was planning on gifting them dlc too. I'm extra bummed because there's no sense of completion or continuity in the dlc, so it will feel like a dumb gift--like, 'oh, they gave up; this is all there is'.
Above, I said I adored DA2. I really mean it. The game was incredibly meaningful to me in a way that Origins was not (though I really did also adore Origins!). A lot of it had to do with the deaths throughout the game, the way the story was told, the type of story that was told, the betrayals inherent in the narrative, and the inter-party banter.
I really believe the next DA implementation needs MORE companion/PC interaction. A mixture of Origins and DA2, would be good--as well as more integration of the PC in the companions lives
as experienced by the player, rather than alluded to. Mind you, though I say this, I'm not simultaneously arguing for less action/gameplay; I play the game on Hard (haven't tried Nightmare yet, was going to after completing my latest Hawke . . . ), I read the technical gameplay posts on the forum (thanks number crunching forumites!), and love finessing my battle tactics.
The combat in DA2, I felt, like many, was much better than in Origins, and the area-re-use became very annoying by Act 3 (before that, I was allowing for liberties in the framed narrative, but then it just got on my nerves). I didn't mind the enemy waves or exploding bodies (I thought they were funny). The re-balancing patch was amazing!

More loot would have been nice, but not as much as Origins. I thought that the 'junk' was very amusing, but that it would be better if there was some new option for it--like selling it to a junkseller and racking up a different type of credits which could be redeemed on a totally different set of things.
Act 3 had many flaws, some relating to the experience of player choice, some relating to pacing, some relating to the companions. At a certain point during Act 3, Anders only says one thing anymore. I found myself (in playthroughs after the first) putting off quests to avoid that inevitability.
The moddable outfits in SWtOR would be pretty nice to have in DA, but I like and understand the iconic armor for companions and yet would also like to be able to outfit them as I like; I'm sure there's a middle ground that's workable. I also like quests unlocking titles in SWtOR and would like that to make an appearance in DA in some NPC recognizable form. Similarly, in SWtOR, one of my characters had the Esseles jacket on and an NPC referred to him as the Hero of the Esseles (though he'd done other stuff since . . . I assume that the jacket was flagged for NPC recognition)--that type of recognition would also be nice.
Legacy was okay, though I found it kind of boring once we were in the tower section of the prison. MotA was very enjoyable; I really liked it, though I despise Tallis and didn't care much for the sneaking. [Oh! I also despise Leliana, and hope to never see her again. Cullen on the other hand . . . please, MORE!] I enjoyed the design of the dlc armors a lot, by the way.
In all games where I have the option, I never play as a human until I've tried the other races, so I really, really missed the origin stories/species options. The same-sex relationships between the PC and LI are a very important part of the game to me too--whether or not I exercise that option I want it to be available--and I didn't mind it being obvious (I didn't think it was forward, just normal, like hetero visibility). I also value the racial inclusivity of the game, and hope to see a greater diverisity among the NPCs overall.
I could say so much more, but I think these are the main, non-nitpicky points.
DAYthe ELF made points that I wholeheartedly agree with, and would like to echo their importance here.
Thanks for all your work; I want more! [Still sad!]
DAYtheELF wrote...
I would like to say one more thing:
You all seem so focused on what people are telling you to "fix" in regards to DAII. Many of these things people say need "fixed" are things that me and many people I know enjoyed. Please don't take away all of the aspects of DAII that made it rock so hardcore.
To be slightly more specific.
I loved both DA:O and DAII. Even more, I love how they work together to tell parts of a larger story, but it very different ways. I think the contrast is beautiful. To me, it seemed that DA:O told a story in a bit more of the "standard" format of huge epic storyline quest to save the world. It was event driven; the plot was propelled and told by way of epic events. It was telling a story on a macro-scale.
DA2, on the other hand, told the story on a micro-scale. The plot was driven less by action and more by inter-character interactions. What was important was the ways characters (Hawke, companions, important NPCs, and minor NPCs) worked together and grew together (or, didn't work/ grow together depending..). The story of Kirkwall let us see intimately what was happening all throughout Thedas in a way and with an emotional connection that would have been impossible to convey in a grander DA:O type setting. I love that in many ways Hawke wasn't the main protagonist of the game. I love that we couldn't fix and save everything. Sometimes no matter how hard you try, things still fall apart. I think that is an important lesson for virtual and real-life people.
I play D&D, have for many years, and I have met a lot of different "types" of gamers. Some people are hack'n'slashers and just want to kill things. Some are tacticians and are interested in the mechanics. Some people are mostly interested in the story itself. Others are driven by the characters we create and give life to. I obviously fall into the last camp. I am more than happy to never pick up a die during an entire session. I think DAII spoke to gamers like me in ways that DA:O couldn't. I understand that many gamers do not feel this way, but please don't let the hack'n'slashers force unneeded change.
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Modifié par Birdhive, 19 mars 2012 - 08:49 .