I know that Da2 tried to do a more personal, emotional story compared to origins. And I actually like that idea, as opposed to everything being "epic" where the whole world is once again in peril and you are the only one to stop it. Unfortunately, as I think it is pretty clear now, it failed pretty spectacularly in these areas.
WHat DA2 SHOULD have done: Make the game start first in "just another peaceful day" of Lothering, right before anyone ever hears about the blight. Let us learn about the town, our family and other inhabitants (and finally some basic lore of the place for first time players), so we can care about the loss later on. Then let the news about the darkspawn reach the town, and you need to go to Ostagar for the battle. Then let us see from the perspective of the common soldier there, about Loghain, the king, and the grey wardens - and finally see the chaos that breaks out when the darkspawn overrun you after Loghains betrayal. Fight for your life to get back to Lothering and the rest of your family,and see the panic spread throughout the town before the darkspawn overrun the place. THEN we are at the place where DA2 actually (unfortunately) starts.
Then we are, after having a certain companion killed (that we actually might have a chance to care about now), thrown into a short cutscene where we are suddenly teleported to Kirkwall. Why not let us have some gameplay during this joerney, where all the refugees are packed like rats, to show the hardship Hawke and his family had to go through. Have some quests of merely finding enough water to survive, or medicine to sick passengers/companions. Make it feel like things went from bad to worse. THEN we are FINALLY in Kirkwall, and this time we know in our minds that we really, really don't want to go back through the same way we came,
Then just about 10 min in we have, unfortunatey, ANOTHER timeskip where we suddenly have worked a whole year (well that was fast. What was the big deal, we got in and suddenly have better weapons and armor. Didn't feel much like living in servitude if you ask me...). Once again would have been an excellent opportunity to make us feel like we had hit rock bottom, and something had to change. And then we might also have actually have known all the city's inhabitants instead of suddenly having a bunch of strangers calling out to me like I had known them my whole life -not to mention that it would have been an excellent time to give some branching quest lines depending on whether you went with the smuggler or mercenary.
I could continue, but I think I have made my point. Stop with the timeskips, unless you make us sit in a prison for a year or two (but then the world outside should have also changed). It disconnects us from our characters.
Modifié par Amycus89, 04 août 2012 - 11:49 .





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