The #1 thing I'm glad about the ending is that it's not DA:O with a long, long, long battle through somewhere to someone etc. I hate long battles like that at the end of games - it's what often keeps me from finishing them. DA2 was nonsensical but short enough. DA:O was so long that with most Wardens I played, I stopped at the beginning of the assault on Denerim. So glad for the Keep that I don't need the import file since their stories stopped just shy of finished (I have at least 5 wardens that made it all the way to there and didn't get through, and only 2 - because I wanted to import them to DA:A and DA2 - that got through). This one was, IMO, the best ending to a DA game yet.
In the OP, FF7 is referenced. I loved that game when I was 13, I really did. It's still okay, though I'm not sure I'd love it today like I did as a teen. It's just really, really emo. I definitely felt the tragedy of Aerith's death and was shocked by it in a good way. But that's a JRPG. There's no agency in a JRPG, and that's fine, but it's a totally different kind of story-telling than something like a BioWare game which is not only a WRPG but one where you get to shape the PC and the campaign. Killing companions - except at the end, if you must - doesn't really work in a BioWare game, in my opinion. Killing your sibling immediately was fine in DA2 because it was clear that both were never meant to be companions, and it happens right away. Killing one later is easily avoidable enough, but still pissed a lot of people off. I was lucky and didn't experience it - I would've reloaded and felt a complete lack of agency. Losing companions is one thing, but having them killed by the story is too much. The suicide mission in ME2 is at the end, so it's fine, though I still do everything I can to have everyone live and thus had to use guides the first few times through, which was a bummer. (Something like DA:A is more straightforward in how to make everything successful.) Also, that was done once, and there's no need to do it again.
As to the feeling of general tragedy, important people can die at Haven. I lose Adan almost every time. Even if you save everyone, the workers died, people died, etc. I got a great feeling of tragedy. After that, you have the Hawke/various Wardens thing, where someone dies, too. Plus there is tragedy literally everywhere. Or on so many maps, at least. People are just being slaughtered. It's a mess. And you know what the future will hold if you don't succeed. I don't see the problem in finding tragedy - I guess if you only care about your companions; yeah, they're safe (though plenty have tragic stories - they don't die but lots of other tragedies in the companion quests). Yes, towards the end it feels like you're gaining ground, so when you win, it actually feels realistic. That's what it would feel like to actually win. You'd get really strong, thwart your enemies plans, and beat him. You wouldn't be brought to your lowest low and then magically beat him immediately after. Every step seems logical to me - You stop the demon army, you get political support and stop him from creating further chaos in Orlais, you outmaneuver him to get the Well of Sorrows and kill his lieutenant, and you figure out how to kill him in a way where he doesn't re-spawn. Meanwhile you fortify your castle making it a place he would NOT want to come, so Haven never happens again, and you consolidate personal and institutional power. Then, when you know how to kill him, he forces your hand, and you go immediately because you don't want demons to continue to murder people in the Hinterlands, etc. All of it made more sense to me than MOST stories in video games where you "gear up" for some final mission in a way that seems unrealistic.
As to tragedy - how the people of the Hinterlands, of Crestwood, of Fallow Mire, of Empire du Leon, etc...how their tragedies couldn't make you care about what was happening, I don't know. I don't need a knife to Cassandra's throat to care. I didn't even need Haven to care, but it made me care more. The whole world is grim and low.
Take a moment like the game of Wicked Grace with your entire squad. It doesn't feel earned because you and your crew hasn't been through enough hardship. Maybe you've spent 100+ hard earned hours doing side quests, and unlocking keeps, but the main story never reached a point for me where I felt like "man, these guys could really use some rest now"
That idea seems weird to me. IRL soldiers and politicians and important people have downtime fairly regularly. Everyone deserves a break and to just be a person for a little while. And there is so much they do in the story, that I'm not sure how it could be unearned? I felt like these guys had been going for months, and they could use way more rest than we saw. Hope they were also at the tavern once and awhile.





Retour en haut






