attackfighter wrote...
1. The combat is horribly implemented. at you from across the map you have to enter the awkwards 'over the shoulder' view.
It was never a massive problem for me, though I rarely played as an Archer.
There's a lack of customization. Many of the talents have the same effect; there're only 3 classes (and no, the specializations don't effect those classes in a significant enough way for them to be considered subclasses); two of the classes (warrior and rogue) are incredibly similar;
Disagree with this. I think there are lots of different talents, different weapons, different spells, different specializations etc.. I think 3 classes are fine. There is lots of customization in the game.
Where I might agree is that the Rogue is too like the Warrior, or more specifically that the Rogue doesn't have as many combat styles as the Warrior.
Mage ~ 4 Spell Trees
Warrior ~ 4 Weapon Trees
Rogue ~ 2 Weapon Trees
So I think there needs to me more to the Rogue...maybe a Whip/Spiked Chain weapon or Monk styled Unarmed Combat (although I was thinking more in terms of ninja - I suppose unarmed combat would be good for a fighter as well).
the choices you make throughout the game only have minor effects at best on your characters abilities.
I think the Specializations are about as good as you want them without becoming overpowered.
The combat in general is shallow. Everything is about the talents and spells; character positioning only matters in regards to area of effect spells or backstabs, for example you can't make tactical use of chokepoints (enemies will still magically slip through your two warriors gaurding a door) and you can rarely make tactical use of highground (it's either given to you at the start of a fight or there's so many traps/enemies already on it that it'd be futile trying to take it and utilize it); this leads to dull combat that feels too much like an MMORPG.
I don't necessarily believe that the problem is the games combat so much as the games enemies, which are generally devoid of any depth, thus you can easily defeat them without having to think much about it.
2. The plot and the way it's presented is dull.
It's too narrative. Good stories have strong, emphasized plots with lots of action, drama, suspence, etc.. DA:O focuses too much on feeding you useless information (usually through text) for it to be of any intrest. Furthermore, videogames have the benefit of being able to show you what's going on - the writers did not capitalize on this and so the game plays out like a book, which is not a good thing in a visual medium (it would be like a comic with 90% of the page taken up by text bubbles and then 10% filled with lifeless characters speaking them).
I think what a lot of gamers fail to realise is that Dragon Age has to sustain a story for 50-100 hours. That means you are going to have protracted 'rollercoaster' peaks and troughs where you build to one dramatic moment then have a lull before building to the next dramatic moment. That could mean a 'slower' bit of the game lasting 20-30 minutes even, whereas in a game lasting 10 hours a slow bit might be 2-3 minutes.
Where I do think the story can be criticised is in the middle act where we get no sense of impetus to the Darkspawn threat, I'd maybe have punctuated each gained ally by having some Darkspawn encroachment or attack.
The characters sacrifice a lot in an attempt to be believable, yet they still fail in that regard. To elaborate, there're no John Irenicuses' or Minscs', none of the characters are eccentric in any way (some attempt to be, but fail since it's only protrayed through half-hearted dialogue (cough that Golem cough). What you get in DA:O is a bunch character trying too hard to make you believe that they have actual reasons for doing what they do (Morrigan and her "I'm zelously committed to being pragmatic and unscrupulous >:D", or Loghains "I RLLY HATES ORLAIS LOL"), this comes off as trying too hard and makes the characters seem both boring and unrealistically principled.
I disagree with this, I thought the characterisation was one of the games strengths.
Are there no eccentric characters, maybe I could agree with this, but Dragon Age is a new franchise and as such must start off establishing the sort of status quo before attempting the more eccentric.
Look at Origins compared to Awakening even. In origins, pretty much all the enemies (save probably the Broodmother) are pretty standard fantasy fare, but already we see the Children and the Spectral Dragon in Awakening are less 'classic' fantasy. Thats possible because Origins already established the 'baseline', now Bioware can branch out into more eccentric territory.
The plot lacks any real twists or suprises. In Baldurs Gate 2 I'd never have thought I'd be making a detour to Underdark and meeting a silver dragon, yet the plot was crazy enough that I did
. In DA:O it was all layed out for me beforehand, and I could predict the entire thing after about 5 hours of playing - I'm going to avoid going into detail because of the "NO SPOILERS ALLOWED" sign on this forum (which doesn't seem to stop anyone else...), but my point should be clear lol.
Well if you wanted to be hyper-critical you could ask what were the major plot twists in Lord of the Rings?
Personally I thought the climax of Ostagar, as well as the climax of Orzammar were both decent twists.