1) Companions: Not enough; insufficient impact; too little class varietyI remember back in Baldur's Gate 2, you could have 6 people in your party at a time, and could build a really well-balanced group, that could handle any situation if you learned to adapt it right. Also there were as many people outside your party as there were in it. Did you want to take Edwin or Nalia, Viconia or Aerie, Korgan or Minsc, Anomen or Keldorn? There were simply so many choices in terms of party combinations that you really could play the game through entirely differently each time.
And then in KOTOR Bioware developed the light/dark system where the way you played the game had a direct effect on your character, both through physical appearance and the buffs at the extreme ends of the scale.
But with DA:O I kinda feel that my choices are far more limited (8 companions, 4 in your party v 16 companions, 6 in your party from BG2), and that the choices I do make have next to no impact on things. With the exception of Wynne and Leliana, I've never experienced anybody getting so upset at something I do that they leave the party. I killed the wounded soldier in the Kocari Wilds and all I got was a -3 from Alistair. That sort of thing should run completely against his character and be at least a -20. And being that low should have some sort of effect other than not wanting to teach me to be Templar. Maybe make their abilities cost more at low approval ratings and less at high ratings?
I long for the days when different characters were different classes. All warriors have the same talents, all mages, all rogues, and the warriors and rogues share about 50% of their talents too. If I'm going to choose, say, between Sten and Oghren, and the decisions I make aren't going to offend them mightily, at least give me something material to choose between them other than their 4 talent-point specialisations.
Stat points. It's completely disingenuous that a meatshield tank should want to stack Dexterity, or that Willpower should have so little effect on a mage's ability to keep casting. There's almost no point having Constitution and Willpower in the game. They serve absolutely no use to anybody trying to spend their talent points wisely.
It also could have been useful to have Grey Warden-specific talents and abilities, perhaps different for each class, and the ability to persuade others to go through the Joining if their approval rating was high enough. It just would have given another small way of making playthroughs feel genuinely different.
2) The game was too long, and too shortDuring every major plot quest I eventually got to the point where I felt like I was slogging through annoying waves of nondescript bad guys just so that I could get the bossfight over with. Shaving a couple of hours of play from the major questlines (especially Dalish elves and Orzammar - oh god Orzammar) could have shortened the game by, say, 10 hours, and made the pace feel a lot quicker and add to replayability. I'm on my second full run through on Nightmare and I only have the Elves to do but really can't find the motivation to play. Everything just feels like such a chore.
Conversely, there was far too little meat to the overall quest. Again, comparing to BG2, there just seemed to be too little going on. Join the Wardens -> Recruit some allies -> Landsmeet -> Kill the dragon. It was all just so straightforward, with no real intruigue, no plot twists, and no real moral ambiguity. Imagine how much different it may have been to decide that the best course of action was to support Loghain at the Landsmeet. Imagine how much of a WTF moment you'd have had if you found out that Leliana was actually sent by Marjolaine to seduce and kill you. Just think of the irrelevant sidequests that could have been replaced by a meaningful detour of the plot.
3) Camera and interfaceIs it too much to ask to be able to tilt the camera at its highest view? There was no need to make it act like the BG camera with screen scrolling, but the ability to use it like the other cameras would have been fantastic.
I often found myself really straining to read some things like codex entries and the quest log. An option to use a bigger font would have been nice.
Spell tooltips were often vague (Sunder armour: how much armor? How long for? Is it worth using on low-armor targets at all?)
Mana and Stamina system is pretty poor. It really says something that the most dps a rogue can do is just activate Momentum and go make a cup of tea. There's simply too little scope to use most abilities. As a tank if Taunt was resisted, often nothing I could do, even with Treaten active, could pull an enemy off a companion, especially mages (even if they were just using the staff), because I was simply relying on autoattack at that point, with stamina never regenerating sufficiently for anything other than a resisted Shield Bash. Where are the stamina potions? Why does Willpower have so little effect on mana regen?
Overall it feels almost as if Bioware put any spare finance into getting well-known voice actors rather than developing the game to its full potential. For a game that has been in development so
long, from a studio that has such a fantastic pedigree in the genre,
Bioware have really missed a trick with DA:O.
It's a very solid, fun RPG, and I'm glad I bought it, but it could so easily have been the best RPG of all time. As it stands, that title still easily rests
with Baldur's Gate 2, and that's 10 years old
now!
Modifié par Big Mikey Mike, 30 janvier 2010 - 02:20 .