I liked the idea of Dragon Age 2, to have a more personal story where there was no "big bad", but a variety of different shades of grey.
But it sort of fell apart on a narrative level for me because of those things.
The more personal story was good, but the time skips, while handled alright from a narrative standpoint, suffered from the fact that nothing outside of the narrative actually changed with the time-skips. The story tried to act as if Kirkwall was evolving, but it wasn't. Everything looked the same, everyone stood in the same spots, the atmosphere in different parts of the city was exactly the same.
Another issue was that since the three acts each dealt with their own conflict there was no real singular purpose underlining the entire story. Sometimes the only real reason to move forward with the game was to see what would happen next, rather than actually having a clear goal at all times. The story was at its best when the tension with the Qunari reached the tipping point and you wanted to see how it would end, and at it's worst at the beginning of Act 3 when you are meandering around with no goal now the Qunari threat is gone.
And finally, while the idea of having no "big bad" was good, it meant that an awful lot of antagonists ended up being handed the insanity card as justification for their actions. Some of the antogonists like Petrice were written very well, but a dozen more only had "crazy" as their motivation. Far too many, by the end of the game.
Modifié par EJ107, 28 novembre 2013 - 06:10 .