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The Good, Bad and Ugly


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haroldhardluck

haroldhardluck
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Having finished the game, here are my thoughts on the Good,
Bad and Ugly of the game.

 

The Good:

 

A superb game and hopefully the beginning of more sequels.

 

The cinematic experience is superb. We get body language and
facial expressions to go with the excellent voice acting. All of which makes
the Player Character all the more Ugly as a mute. We chose a voice for our
character. Why not have it speak the dialogue we select?

 

Excellent computer performance and a good PC interface
unlike Mass Effect.

 

Excellent music.

 

There are some complicated moral choices. In some cases it
was obvious who was the good guy and who was the bad guy. But in other cases,
there was ambiguity. I want to replay the game just to see what happens with
different choices as to who I support in some cases.

 

The origin stories are an excellent idea.

 

Last but not least are the NPCs. Bioware out did themselves
here.

 

Alistair starts off with a serious case of Peter Pan
Syndrome and matures during the game. Character development in an NPC is quite
unusual and is well done here. He is still Alistair despite the maturity.

 

Morrigan is your archetypical Bad Girl. She will give you a
torrid and tumultuous love affair and if you make the mistake of marrying her, she
will also give you the marriage from hell.

 

Leliana is your archetypical Good Girl who will be the
perfect wife as long as you are faithful but will throw you and your clothes on
the lawn if you are ever unfaithful. The scene where she sings a song for the party
is superb, unexpected but so in character for a bard.

 

Wynne is every one’s perfect grandmother.

 

Dog is the perfect dog that you never have to pick up after.

 

Zevran is your archetypical likable rogue. He is not as
likable as Minsc but as memorable. He defines what it is to be a roguish
character.

 

Sten is a classic parochial chauvinistic Nietzschean
warrior. His dialogue with Morrigan about the place of women is so funny.

 

Oghren is too much of a stereotypical dwarf and is one of
the least successful NPCs.

 

Shale is obviously effete but I never did much with him.
Maybe I will in the replay.

 

Loghain and Anora are very complicated characters and very
much father and daughter. You could write books about their motivations.

 

Then there is the romance. It is far more complicated than
simply saying the right words to the right person. You can have several
romantic threads going with the resulting complications. The confrontations you
get when you have to chose one or the other NPC makes replaying this game to
see the different consequences well worth doing.

 

The Bad:

 

There should be a way of bashing locks if there is no rogue
in the party or if the rogue’s ability is too low to pick the lock.

 

The map has 2 problems. The first is the inability to add
player notes. There are too many things that have to be remembered. The quest
markers help but merchants are not normally marked. The inventories are
sufficiently different that making notes would be useful. Also quest markers
are inconsistent for people indoors. The Blackstone representative in Denerim
is not marked as an example.

 

The second is the ability to travel with the map is
inconsistent. In the market of Denerim you can go anywhere by bring up the map.
In Redcliffe village you cannot do the same thing even though logically you
should be able to. Basically if you can bring up the wide world map, you should
be able to use it. Alternatively if you travel using the map, where ever you
end up, you should also be able to leave from that area. So I should be able to
leave Redcliffe from any where that is part of the local Redcliffe map.

 

The Ugly:

 

Re-using voices and faces saves money and time but a little
more variation would be nice. It makes the game look like a very low budget
repertoire theater show where the same few actors do far too many roles in the
play.

 

The quest inventory seems to have a bug where sometimes a
quest item does not disappear when the quest is done. The inventory system is
generally too limiting. There should be a storage chest in Camp and anything
can be put into it, including quest items. This takes care of the problem of
carrying around everything because you are not certain if an item is going to
be useful later on.

 

In any RPG, the safe thing for any player to do is carry
around everything just in case it is needed later on. Special quest items are
one answer to this problem. You know those are important and should be kept.
However certain gifts, gem stones, ingredients and runes turned out to also be
important but I kept getting rid of them due to inventory limits. I had to hunt
down and buy many of them back which was annoying and ugly.

 

Some of the side quests took so long to complete, that when
I did complete them, it was a total surprise as I had forgotten I still had the
quests active. The idea is good but the implementation is shaky, hence it is
ugly.

 

And what is with all the screen shots and uploading to this
web site? Right now my account here is filled with my experimental run throughs
of the game. There is only one finished game. The default for any of these
should be “off” and I should be prompted to upload the final game results.

 

Harold