While the Warden was arguably a walking machine of death and destruction, a large percentage of the death dealt by Warden and co. was to acceptable, chaotic evil targets (Abominations in the Circle of Magi, Undead and Demons in Redcliffe, Wolves, werewolves and undead in Nature of the Beast, and Darkspawn/Spiders(*shiver*) in Paragon of her Kind/Ostagar/Denerim. The amount of Cultists murdered in Haven and butchery of political rivals/gang members in Denerim is considerable, but necessary.
DA2 went balls to the walls with human carnage, with hundred of gang members, templars, qunari and mages dying at the hands of Hawke and co.. However, Dragon Age 2 had an obviously unreliable narrator, so it wouldn't surprise me if all of this was a ) embellishment on the part of Varric and b ) an attempt to use as many of the new and interesting human enemy types (the giant spider fights really do seem dull by comparison).
So how will DA:I fall on this sliding scale? They've said that they will be slowing down the game to a middle ground between the "tactical" and the exciting. Does this mean that we won't be murdering quite so many people with hopes/dreams/families/etc.?
It's been shown that we are going to be fighting a lot of demons due to the veil tear. My suggestion is this; use demons more often, and make them more fun to fight. Integrate cannon fodder (corpses, shades, spooky Nevarran mummies or whatever) with interesting demon types (arcane horrors and desire demons throwing out devastating aoes to discourage the group staying close together, more powerful shades/lesser pride demons requiring a concerted effort from your team to take down, abominations that explode a few seconds after they die to discourage fighting in the same place for the whole fight, etc) to make these fights interesting enough to allow us to enjoy the combat without turning our Inquisitor into a walking holocaust. Make every human, elven or dwarven life that we take mean as much as possible by not cheapening life to a degree that they just become something else to gib on the way to the end of the quest.





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