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What was your favorite concept in dragon age?


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#51
zchen

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Playable Origins.

Dalish and City Elves


#52
Stuffy38

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Spell Combos

#53
hozboo

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finishing moves


#54
Harcken

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I really like the way Bioware incorporated religion and deities, unlike many other fantasy worlds; I loved how faith plays a huge role in the world. There exists no concrete proof of the maker's existence, neither the old gods, etc... Only myths to help simplify the complex phenomena of the world. I hope they continue this trend in future games and perhaps incorporate more religious choices in dialogue, or more side quests that deal with the Chantry, as well as introduce some more cults (there has to be more).

#55
What a Twist

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#56
R-F

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i really liked the companions, and their various back stories. Bioware creates some of the best games i've ever played and in all of them, there are strong companion characters that make the experience that much more enticing. at the end of my first play through i felt awful because of a certain someone leaving to wander through the mountains. I really hope that certain someone appears again in the expansion.

#57
Emperor Iaius I

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The ancient Imperium and everything about it: the Old Gods, blood magic, Minrathous, the magisters, etc. I'm a sucker for Roma analogues.

And as much as I detest the chantry, I do love defying them. The idea of Andraste as a messianic figure who actually took fight against the "idolators" is entertaining. The Chantry is fun to hate--especially since it's possible to blame the darkspawn on the Maker.

Modifié par Emperor Iaius I, 25 janvier 2010 - 12:35 .


#58
Korva

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My favourite is the Grey Wardens themselves: the concept of taking the enemy's taint into themselves in order to be able to destroy the greatest terror, and the price they have to pay for it in the form of nightmares, slow corruption and ultimately, for all but the few who do slay an archdemon, the Calling. I enjoy a good, heroic sacrifice and generally a tangible sense of consequences and prices to pay so the Wardens are right up my alley.

The second is the dangers of magic and the way the people try to cope with it. A harsh necessity, and yet the qunari show it could still be much worse for the mages. Again, I like this because immense power comes with this equally immense, constant danger and a high price tag.

The third are the dwarves, especially the Legion of the Dead. The more information about dwarves we got, the more interested I became, and pinned high hopes on Oghren as someone who'd be able to give a close insight into that society.  Turns out that while he has his moments, generally he's too much of a drunken, violent lech stereotype to really like. I'd rather have had Gorim.

#59
Raycer X

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I like the concept of the Arcane Warrior, its always been kind of my dream to have a mage wear heavy armor and still be able to cast top level spells. Unlike Final Fantasy, which has the whole "Red Mage" concept, the Arcane Warrior is the dream playstyle for me. I thank Bioware for this specialization Posted Image

#60
Bratinov

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only the Multiple Origins and Blood Magic. Everithing else in the game is one big stereotype.

Modifié par Bratinov, 25 janvier 2010 - 04:04 .


#61
What a Twist

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#62
Nagoo1

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City elves. I'm sick and tired of Tolkienesque elves (tree-hugging selfless one-with-nature hippies). Although I suppose city elves started out that way, their transformation into disenfranchised second class citizens is very refreshing.



The Denerim alienage is one of the more believable (and striking) areas in the game for me.

#63
Syntia13

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Apart for plenty of things already mentioned...



The "I want to discuss something you mentioned" conversation option with Sten. I love the fact that if you want to truly get to know the guy you can't just ditch him in the camp and talk to him every few days. You have to actually travel with him and listen as he comments on various things he sees before you can discuss them.



Also the fact that companions randomly chime in in the middle of conversation, and sometimes you have to actually answer them instead of the guy you were originally talking to, which often changes the whole exchange. Sweet! ^_^



Also, the fact that there are no 'enemy villages'. (Apart from Haven, but religious fanatics are fair game in my book). It's been my biggest issue with cRPGs ever since BG1. I felt sick when slaughtering my way trough a Xvarts' village for no other reason than that they lived along the only path up the mountain and wouldn't talk to me. And I always happily paid that 'passage toll' to the gnolls to avoid the fight.

So, no slaughtering non-human races just for the heck of it, and possibility to reason with most of enemies make me a very happy gamer.

Now, if only I didn't have to kill all that poor wolves... ;)

#64
Terra_Ex

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Definitely the overall lore that forms the backbone of the game world, heard through codex entries, party members and overhead conversations, which ties it all together. For example, You read about and hear of Andraste's Ashes long before you find them, and I felt almost dirty after my City Elf corrupted them to get back at the chantry. In a lesser game, the  ashes could have just been "generic revered object X" but here, it was supported by a wealth of information and feelings.

Also, how this lore affects the citizens of the game world - the not-so immediate consequence in this case being Leliana asking of the ashes back in camp, forcing you to whittle the choices down until you either tell the truth or lie through your teeth. This is the same girl who'd told you stories of Andraste's fate just a few hours earlier. Very powerful imo...

Modifié par Terra_Ex, 28 janvier 2010 - 09:41 .


#65
Guest_Caladhiel_*

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Apart from all the fantastic things already mentioned, I would have to say it's the small details that cut it for me. Like for example returning to the Circle Tower after the quest and seeing the Templars lugging around on the floor clearing up the mess and muttering to themselves. Or the moody cooks to be found in the various castle kitchens who shoo you away because dinner isn't ready yet. To make it short, all those people/ things you wouldn't normally interact with, but who are still there and just liven up the scenery. It's these small details that make everything feel so much more alive and realistic!



[There's just one big bummer I have to mention in this place, seeing as I'm talking about details: the Denerim market place was truly disappointing. Those - what? - five stalls erected underneath a tarpaulin did not really represent the bustling market place I would have imagined it to be (especially as your companions, Zevran for example, are absolutely thrilled when you come to the market the first time). For all the beautiful details used in every other part of the game, this was the only time I was really disappointed.]

#66
_- Songlian -

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Favorite concept: It's a tie between the Grey Wardens themselves and the Templars, more specifically their relationship with the Mages.

Least favorite concept: City Elves. It was painful to watch.

Modifié par - Songlian -, 28 janvier 2010 - 03:26 .