Yeah my assumption is that the DLC would have dealt with the mage-templar war (though whether it's resolved or not is hard to tell) and the Temple of Mythal. We know that ToM was definitely from the DLC, so maybe that played out mostly the same, with Merrill as Morrigan. It's too bad this didn't happen for many reasons, but most relevant is that now the full story planned for DA3 is split between DAI and DA4. I think the Solas story is going to be weakened in DA4 by having it split from its beginning in DAI and Trespasser.Because it was written for him/her, from Varric's involvement, Corypheus, Cassandra searching for him in 2. I mean Cassandra opens DA2, she was determined to find him, and much of Inquisition was spent explaining why it didn't happen. If you don't see how much story was recycled then I guess we don't have much to talk about here.
Origin was in limbo for quite long, they developed it on 2 engines (started on an updated Aurora, then moved to Eclipse), plus they had to create the entire lore for the series. And before the buyout they had serious financial problems. So yes, the bulk of development was done in 3 years. DA2 did get rushed, but it gets really blown out of proportion. Both Origins, and Inquisition needed time to program the mechanics, DA2 reused mostly DAO tech, including the engine, which basically got a slight refresh. For the same reason Fallout Nev Vegas had a much shorter dev cycle than 3 (around 1.5y). Considering that Frostbite is entirely new tech (previous engines had at least some shared familiarity), they did all of the work for Inquisition really fast.
And DA2 DLC were not canceled, because 'they realized their mistake,' but because of the critical feedback. The (way over the top) response caused them to distance themselves as much from 2 as they could (including dropping the stylized III). But anyway, this is off topic.
The point remains that a lot of people find DA2's companions, main story, and antagonists stronger than what we got in DAI.
Again, being different isn't automatically better. Origins for instance took that so-called "same and tired" approach and made a truly effective RPG experience with it. It was a darker reconstructive take on fantasy stories with heavy influences from high, low, dark and gothic fantasy to make its own interesting take. They also took their time with making Origins as good as it can be and it's better for it even after 7 years.
Very true, different doesn't equal better. But in this case, I would argue that different is at least good to venture past the tired setting of most fantasy RPGs now. Less epic save the world stories and cliched villains, more of a personal story with human antagonists.
DA2 has good ideas and could have been a great game with more time. With proper development time, DA2 would indeed be worthy of being lauded for successfully breaking the mold much like the Witcher series. But not only was it rushed, it also had clear execution issues with how to get its theme and angle across. The main ones being turning the Mage-Templar Conflict from a grey-grey conflict into a black-black crazy fest and Lots of instances where player agency (the primary means by which the player engages the story/game) is artificially and obviously restricted for the sake of forced drama.
I agree, the mages and templars were all insane and would have benefited from more Thrasks or Bethanys. And unfortunately I don't think more development time would have fixed this, I think this was the plan for Bio all along. They can be very heavy handed and simplistic in their morality.
Primary examples of restricted player agency being the fates of Carver and Bethany and having a choice between two unlikable factions being forced on you when there's no reason why you shouldn't be able to either leave or flip off both sides and protect Kirkwall above mages and templars.
I wish we had had a longer prologue, starting in Lothering before the Blight, so that we could interact with our family. Then we would get to know our siblings before one of them dies, to make it more affecting. As it is, we barely know either of them when we start the game so there's no real emotional connection by the five minute mark when one dies.
I also wish Act 3 hadn't been so rushed, as I'd like to hope there would have been more options for us. Or have our choices matter, so that if we were pro-mage most of the game, none of the mages use blood magic in the final battle. Orsino doesn't turn into the harvester, no matter whom we side with. If we're pro-templar most of the game, more mages resort to blood magic, but the templar ranks have decreased from defectors and deserters due to the increasingly harsh laws Meredith enacts. We can still be railroaded into the two endings, but there's a way to still incorporate our choices.
Here's another example, why put in the Red Lyrium idol if it was irrelevant anyway? Meredith was already overstepping her bounds and oppressing mages with her paranoia, so why bother revealing that she had the Red Lyrium idol all along? She would have been stronger if the red lyrium idol wasn't influencing her. Instead, the heavy implication with its surprise reveal is that the red lyrium idol made her go crazy as it did to Bartrand. Take a look at the Arishok, he did everything of his own free will and was clearly the most memorable character in the game. He's a stronger character because his agency isn't manipulated by a barely explained magic item that made him crazy. What makes Meredith's situation especially sad is that she was already a good antagonist without the lyrium idol, why not let her stand alone on her own two feet?
Yeah, I think the red lyrium was more of foreshadowing for future games than necessary for the final fight. I get that Bio wanted to have a superpowered boss as the end fight, but couldn't Meredith just be a super templar and have a lot of magic nullifying powers? Especially since red lyrium in DAI has nowhere the same properties as living statues or super jumping.
As for Corypheus, I agree that the developers didn't do the man justice. However, he wasn't pointless and empty. He had a strong connection to the central theme of the game regarding Faith and Order. He has connections to the Blight, a key tenet of Dragon Age since the first game. From what little we do see of him, he does have an interesting character motivation that fleshes him out as more than just a power-hungry madman. This was a devout high priest who climbed the ladder to heaven, found out that heaven was filled with evil, got corrupted by evil, didn't find his god, and was cast down to earth as a monster.
So he decides to correct the problem of the missing god by becoming a god himself. What makes the missed opportunities with Corypheus more disappointing is that so much more could have been done with him. There was clear potential, but much like with DA2 a lot of it wasn't realized.
Yeah he had a lot of potential. Apart from his lack of screen time and always losing after Haven, what didn't work is that his goals were very generic villain: become a god and rule the world. Yes, his motivation was interesting, his god abandoned him or never existed, and when he followed what he thought were his god's commands, he turned into a monster and fell from heaven.
But his plan...made no sense. So he resented becoming a darkspawn, yet constantly used red lyrium, a Blight tainted substance, to fuel his armies. He didn't need to know that it had the Blight, but it's obvious that red lyrium is bad news to the world. Did he just assume once he was a god he could clean up all the lyrium lying around? From the sound of the researcher in the Empire du Lion keep, red lyrium is infecting insects and worms in the ground and spreading that way; it's almost impossible to contain once it's leaked.
And why did he think that reaching the Black City would make him a god? Last time he was there it didn't work out so well, and he says he has no memories of his time there, so it's not like he knew there was some power he could use to become a god. And why the need to be a "god" anyway? He's already immortal and has significant magical power and a fanatical army behind him. Why does he need to bother entering the Fade when he could probably conquer Thedas through mundane means?
Yeah it's all about his pride and wanting to have the title of god. But instead of the Elder One, he could have the Venatori call him the God Imperator or such.
It would have been more interesting if he wanted to return to the Black City to bring back proof that the Maker's throne was empty; find some way of revealing to the world what was in the Fade and disillusion their core beliefs. Then, he would be the closest thing left to a god and the faithless would flock to him. This is a stronger connection to the themes of faith and belief than just stopping a would-be god, IMO.
Yeah, the actual Blight was pretty generic and not that interesting. Orzammar was better, the political struggle of the Landsmeet was better, the idea of the Fade and demons was better (although the quest is frustrating after the first play through). The mage origin is by no means my favorite one, but one of my favorite parts of the game is when the mage goes through the harrowing and realizes that who he thought was a mage's spirit turns out to be a pride demon. That scene gave me chills in its presentation.The approach and what worked in Origins is arguable. For me anything outside of the core plot of darkspawn and the archdemon felt stronger. Orzamar was better. Nature of the Beast was way more memorable than the main plot. Good quests that didn't really do much with the main plot, but with world building were far better than the big bad approach. I couldn't enjoy DAO until it started branching away.
The only really interesting thing about the Blight was the broodmother reveal. Awakening does add some interesting information, but it's a bit contradictory and so far hasn't gone anywhere.





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