DA2 had the misfortune to cross a lot of people deeply devoted to RPG tropes and game mechanics from the 1990's. It then had the even bigger sin of being a clearly rushed product which made it easy pickings.
The game is very unconventional because most RPG's have you saving the world. This one has you setting it up for destruction. As we saw with the reaction to the ME3 ending people like their happy/standard endings. Different is bad.
In most RPG's the world is filled with the unwashed masses waiting for some Hegelian superman to move the world forward. Here your allies are actually in motion without you telling them to be so - Anders, Isabella, Merrill for example. What the poster above me calls "not respecting your choices" was to be the best part of the game because in spite of my best efforts people still have a will of their own and I can't save everyone and stop all the bad things of the world from happening. Hawke can make a choice (which is what defines your character) but the world doesn't automatically revolve around his choice. The events of history are bigger than one man - that really being the point of Varric's "truth" for Cassandra. It was a really refreshing take on a very stale trope.
People hate the lack of dress up options but functionally speaking there are more actual options on DA2 than DAO. By end game in DAO your warriors are wearing one of 3 suits of armor. That is your choice 3. In DA2 with slots and runes you have many more options - say there are 5 armor runes and 2 run slots per ally (which is a low figure if you fully upgrade armor) that is 15 "suits" you can play with for each ally -- but only one appearance. I preferred this kind of customization, which actually is customization, and not just slapping a pre-built suit of armor onto a different ally..
The quest design I thought was far more engaging than DAO's. Things like Prime Suspect starts as a simple quest but morphs into a much larger concern over time as it unfolds. I really enjoyed that.
I also enjoyed the skill trees as lot more than DAO's simple ladders
Of course the problems are many and start with the horrible re-use of dungeons and maps. Bioware had re-used stuff before but this was a whole other degree of lazy and slipshod where maps were not even rotated to "look" different ala Golems of Omgorak and the mini-map brutally slapped you upside the head with the re-use by always showing you the "real" map even when parts of it were blocked off. Then the re-use across time also includes no changes to the region or people which again made it awfully dull.
Combat mechanics were better than DAO (anything would almost have to be given the sluggish unresponsive actiosn that eliminate any hope of doing anything tactical) ) but the encounter design was terrible. The use of the paratroopers should embarrass anyone associated with it.
The art style, for me, was terrible. The re-done Darkspawn look terrible, the armor and weapons are eye-searingly bad. Combat animations (blood balloon foes) are also sad.
My final gripe is that Bioware doesn't do cities or urban spaces well. Kirkwall never felt like a city to me - I've been in a lot of cities and none ever looked like this in terms of layout - and with Kirkwall being at the core of the game that was a huge problem. Kirkwall wasn't worse than Denerim for example but Dernerim was a part of the game whereas Kirkwall realy was the game.





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