Yossarian1507 said:
Shamanic Rhythm said:
Actions have consequences, even if what you think you're doing is the right choice.
Actions have consequences? In a
role playing game? I am truly awestruck by this development.
Well, to be honest this isn't as standard in BioWare RPGs, they really struggled with this lately. I'm not even talking about ME3 ending flushing down the drain EVERYTHING we did from the start of trilogy, but also DA2, which really looked like it had those meaningful choice moments, only for me to realize, that I cannot really stop Anders from blowing up the Chantry, make an alliance between mages and reasonable templars, or even NOT fight both Orsino and Meredith. Such a bullshit.
Alpha Protocol did it right, from in-game decisions (arresting the gun dealer? He stays silent, so no new leads for you, but at least without him the enemies will be worse equipped later down the line) to even order of doing missions (for example, having SIE as a handler in one of the missions in Rome, if you happened to meet her [and get on her good side] in Moscow before). The Witcher series did it right with decisions that actually helped you (or bit you in the arse) later. Heck, Fallouts did it right just by acknowledging player's actions and telling him in the end what happened to people he met along the way. It's not that hard. BioWare? No, they like their stories kept in check. Which is fine, there's nothing wrong with that usually, but if you promise a proper choice&consequence (which is probably my favorite part of role-playing in general), you better deliver.
I'm one of those few people on the planet who were actually disappointed with DA:O, I didn't like the story and characters. I went for DA2 specifically, because everybody cried that it was so different, therefore I thought that could mean I'll like it. And it was true up to the second act (Arishok is probably one of the most well written antagonists in recent gaming history), but then the third act crapped all over itself. I'll pass on Inquisition, at least on the launch day, simply because I lost faith in this series. Who knows, perhaps this time they'll actually fix their game, but I'll have to see it first. Thoroughly.
You pretty much nailed it.
A linear story isn't a bad thing in and of itself, but it becomes one if what you are promising are meaningful choices that in the end aren't meaningful at all.
Just like you I didn't like Origins very much, and the reason I think is the fact that they decided to go with a customizable protagonist in a predetermined setting and linear story. This mix just didn't work out for me; the silent warden just felt disconnected from the rest of the characters, and his/her choices just were not strong enough to give him a proper characterization weight. And the story was bad too.
In DA2 they decided to go with a Shepard-esque protagonist, in which you can choose sex and appearance, but whose background, personality and actions are more predetermined. And tell you what, it fit way better with the kind of story Bioware likes to tell.
Sure, there were some glaring issues with the game, but overall it felt more solid and coherent to me, and that's why I liked it a great deal more that its oh-so-praised predecessor. (Arishok was awesome)
Inquisition, besides looking prettier, still has to prove everything to me. They are again trying to give the player freedom in choosing their protagonist, which is great and all, but I really hope this time it will feel as an impactful choice, which means that it doesn't end at a couple different dialogues while you stroll in the wilderness.
As for actual decisions during the story that could affect the end result, well, I'm sorry but if all their recent games are anything to go by, then I'm not biting this one. Hope I'm wrong.
I'll definetely keep an eye on Inquisition, and sure hope it will be the long-expected turning point for Bioware; but for now I'm all over The Witcher, which, for me, never failed to deliver.