Improving Dragon Age 2

Soviet Heavy

New member
Jan 22, 2010
12,218
0
0
RedEyesBlackGamer said:
Also, who thought it would be a good idea for the first act to be about grinding 50 gold? That isn't a good way to get rolling as it kills motivation and pacing. Particularly when it is compared to the much better second act.
Like I suggested, have the first act focus on the original Qunari attack that was mentioned in the background material. The second act works sort of like the first act as we know it now, with the Qunari stranded. Then make the Arishok the Big Bad of the game and play up the war in Kirkwall.
 

Agayek

Ravenous Gormandizer
Oct 23, 2008
5,178
0
0
TheCowman said:
I rather liked how these plot threads would move to prominance over time. It was like, "mages and templars? Qunari? Huh, those are some interesting background elements". Then the next act would roll around and suddenly I'd realize that, "oh no, this shit really IS fucked up".
It struck me as rather jarring transitions, to be honest. There's barely any mention of the Qunari and the Mage/Templar conflict in the preceding arc. I only played it once, so I may have just missed something, but I didn't notice any significant mention of the conflicts. Beyond that, you could have no impact on it as the story played out. Like, it would make sense if you could reach out to the Qunari in Act 1 and lessen the damage from the attack in Act 2, etc. It's more a generic thing, but there really wasn't any way for my character to change the way the story played out, and that's not something I liked, especially after DA:O being so good at that.

Not to mention the epilogue was garbage and pure sequel bait.
 

RedEyesBlackGamer

The Killjoy Detective returns!
Jan 23, 2011
4,701
0
0
Soviet Heavy said:
RedEyesBlackGamer said:
Also, who thought it would be a good idea for the first act to be about grinding 50 gold? That isn't a good way to get rolling as it kills motivation and pacing. Particularly when it is compared to the much better second act.
Like I suggested, have the first act focus on the original Qunari attack that was mentioned in the background material. The second act works sort of like the first act as we know it now, with the Qunari stranded. Then make the Arishok the Big Bad of the game and play up the war in Kirkwall.
That could work, but I liked the Mage/Templar conflict being the centerpiece of the third act (even if it was executed terribly). I'd make that conflict the center of attention for the second and third act, with the Qunari taking up the first act as you make a name for yourself. I guess I'd just like less emphasis on the Qunari. Ww both agree on scrapping the way they did the first act.
 

Enkidu88

New member
Jan 24, 2010
534
0
0
TheCowman said:
Third chapter; well, you're more popular than ever now. That means that lingering templar/mage hostility that's been a constant background factor up to now? Yeah, that's something you gotta deal with now.
This is where the plot sort of fell apart for me, it all moved waayyy too damn fast (even more so than Origins, which also had a rushed final act) and ended up in a shitty and blatant "To be Continued". Even your description of the third act is shorter than the other two. Also, while they're all interesting plot elements, they're only tangentially connected. Their's an almost audible clunk between the chapters and their storylines, they act like a interdependent stories rather than a single coherent narrative. They certainly complement each other, and wouldn't make sense without the other stories, but they weren't woven together into a single story as I thought they should have been. They could easily have sold Dragon Age 2 in Episode format due to the storylines being more episodic in nature than Origin's.

As to the OP's list, I would definitely agree with #3. I held off on buying Dragon Age 2 (actually a full two months) after playing the demo simply because the demo started you off on that eye-burningly ugly mountain. The Prologue is supposed to draw you into the story, not wail on you like a piece of raw meat with hordes of somehow uglier (and not in a good way) Darkspawn and an endless gray-brown environment.
 

Soviet Heavy

New member
Jan 22, 2010
12,218
0
0
RedEyesBlackGamer said:
Soviet Heavy said:
RedEyesBlackGamer said:
Also, who thought it would be a good idea for the first act to be about grinding 50 gold? That isn't a good way to get rolling as it kills motivation and pacing. Particularly when it is compared to the much better second act.
Like I suggested, have the first act focus on the original Qunari attack that was mentioned in the background material. The second act works sort of like the first act as we know it now, with the Qunari stranded. Then make the Arishok the Big Bad of the game and play up the war in Kirkwall.
That could work, but I liked the Mage/Templar conflict being the centerpiece of the third act (even if it was executed terribly). I'd make that conflict the center of attention for the second and third act, with the Qunari taking up the first act as you make a name for yourself. I guess I'd just like less emphasis on the Qunari. Ww both agree on scrapping the way they did the first act.
Well, I think in a perfect world, the two conflicts could be intertwined. It would be amazing to see the contrast of conflict from within (Mage/Templar) against conflict from without (Qunari and the Qun). In order to fight the Qunari, the two sides need to come to a stalemate, but plot elements such as the Lyrium Idol and the manipulations of certain Chantry Members (the act 2 *****) drive them apart, leaving Hawke as the only person able to save the city.

Think about this pitch: One refugee must rise to power to unite a divided city against a great enemy, at the cost of putting the world at the brink of a devastating war.

Doesn't that sound interesting? It also lets Hawke actually affect the outcome of things. How severe does the Templar Mage conflict become? What will be left of Kirkwall in the wake of such events colliding at the same time?
 

TheCowman

New member
Oct 22, 2011
67
0
0
Agayek said:
There's barely any mention of the Qunari and the Mage/Templar conflict in the preceding arc. I only played it once, so I may have just missed something, but I didn't notice any significant mention of the conflicts.
Well, from what I remember, the ship wrecked qunari are part of the narration leading into act one. There's not a bunch of direct interaction with them in the first act, it was more just the vibe you got from interacting with the city and the people. There were, I think, two or three side missions involving them. At least one ended with you talking to the Arishok.

The mage/templar stuff was an undercurrent throughout the entire game. Heck, it's all Anders EVER talks about.


I have no problem seeing why people would have trouble with Dragon Age 2. It had it's flaws and was a significantly different game from the first one. I just happened to like them changing it up a bit. They did much the same with Mass Effect 2; more people liked those changes though.

I quite liked it, but I understand why others didn't. I don't like when people call it "trash" or an "abomination" though. That's just silly and not conducive to an intelligent discussion.
 

RedEyesBlackGamer

The Killjoy Detective returns!
Jan 23, 2011
4,701
0
0
Soviet Heavy said:
RedEyesBlackGamer said:
Soviet Heavy said:
RedEyesBlackGamer said:
Also, who thought it would be a good idea for the first act to be about grinding 50 gold? That isn't a good way to get rolling as it kills motivation and pacing. Particularly when it is compared to the much better second act.
Like I suggested, have the first act focus on the original Qunari attack that was mentioned in the background material. The second act works sort of like the first act as we know it now, with the Qunari stranded. Then make the Arishok the Big Bad of the game and play up the war in Kirkwall.
That could work, but I liked the Mage/Templar conflict being the centerpiece of the third act (even if it was executed terribly). I'd make that conflict the center of attention for the second and third act, with the Qunari taking up the first act as you make a name for yourself. I guess I'd just like less emphasis on the Qunari. Ww both agree on scrapping the way they did the first act.
Well, I think in a perfect world, the two conflicts could be intertwined. It would be amazing to see the contrast of conflict from within (Mage/Templar) against conflict from without (Qunari and the Qun). In order to fight the Qunari, the two sides need to come to a stalemate, but plot elements such as the Lyrium Idol and the manipulations of certain Chantry Members (the act 2 *****) drive them apart, leaving Hawke as the only person able to save the city.

Think about this pitch: One refugee must rise to power to unite a divided city against a great enemy, at the cost of putting the world at the brink of a devastating war.

Doesn't that sound interesting? It also lets Hawke actually affect the outcome of things. How severe does the Templar Mage conflict become? What will be left of Kirkwall in the wake of such events colliding at the same time?
That sounds interesting. I would add being able to side with the Qunari to that. A bit like New Vegas. I'd love to see the way that the factions would interact. The Qunari would be more sympathetic toward the Templars, etc. Have 4 factions: Qunari, Templars, Mages, Independent (You fight for the city and look out for the citizens). Maybe I've just played too much New Vegas. Tossing around these ideas is fun, though. I might make a Fable 3 topic.
 

Agayek

Ravenous Gormandizer
Oct 23, 2008
5,178
0
0
TheCowman said:
I quite liked it, but I understand why others didn't. I don't like when people call it "trash" or an "abomination" though. That's just silly and not conducive to an intelligent discussion.
Fair enough, and I'm not going to begrudge anyone that did enjoy it, but from where I sit, Bioware did way too much wrong in the game to make it up with what they got right. I just can't honestly call it a good game. The core combat mechanics was about the only thing they did well, everything else was a mess.
 

Soviet Heavy

New member
Jan 22, 2010
12,218
0
0
RedEyesBlackGamer said:
Soviet Heavy said:
RedEyesBlackGamer said:
Soviet Heavy said:
RedEyesBlackGamer said:
Also, who thought it would be a good idea for the first act to be about grinding 50 gold? That isn't a good way to get rolling as it kills motivation and pacing. Particularly when it is compared to the much better second act.
Like I suggested, have the first act focus on the original Qunari attack that was mentioned in the background material. The second act works sort of like the first act as we know it now, with the Qunari stranded. Then make the Arishok the Big Bad of the game and play up the war in Kirkwall.
That could work, but I liked the Mage/Templar conflict being the centerpiece of the third act (even if it was executed terribly). I'd make that conflict the center of attention for the second and third act, with the Qunari taking up the first act as you make a name for yourself. I guess I'd just like less emphasis on the Qunari. Ww both agree on scrapping the way they did the first act.
Well, I think in a perfect world, the two conflicts could be intertwined. It would be amazing to see the contrast of conflict from within (Mage/Templar) against conflict from without (Qunari and the Qun). In order to fight the Qunari, the two sides need to come to a stalemate, but plot elements such as the Lyrium Idol and the manipulations of certain Chantry Members (the act 2 *****) drive them apart, leaving Hawke as the only person able to save the city.

Think about this pitch: One refugee must rise to power to unite a divided city against a great enemy, at the cost of putting the world at the brink of a devastating war.

Doesn't that sound interesting? It also lets Hawke actually affect the outcome of things. How severe does the Templar Mage conflict become? What will be left of Kirkwall in the wake of such events colliding at the same time?
That sounds interesting. I would add being able to side with the Qunari to that. A bit like New Vegas. I'd love to see the way that the factions would interact. The Qunari would be more sympathetic toward the Templars, etc. Have 4 factions: Qunari, Templars, Mages, Independent (You fight for the city and look out for the citizens). Maybe I've just played too much New Vegas. Tossing around these ideas is fun, though. I might make a Fable 3 topic.
Precisely. The Arishok raises some really good points about the city, which definitely makes the decision to turn Qunari seem like the best. Kirkwall is a cauldron waiting to boil over. It offers yet another unique choice: would you submit your home to a foreign religion if it meant preventing a global war?
 

RedEyesBlackGamer

The Killjoy Detective returns!
Jan 23, 2011
4,701
0
0
Soviet Heavy said:
RedEyesBlackGamer said:
Soviet Heavy said:
RedEyesBlackGamer said:
Soviet Heavy said:
RedEyesBlackGamer said:
Also, who thought it would be a good idea for the first act to be about grinding 50 gold? That isn't a good way to get rolling as it kills motivation and pacing. Particularly when it is compared to the much better second act.
Like I suggested, have the first act focus on the original Qunari attack that was mentioned in the background material. The second act works sort of like the first act as we know it now, with the Qunari stranded. Then make the Arishok the Big Bad of the game and play up the war in Kirkwall.
That could work, but I liked the Mage/Templar conflict being the centerpiece of the third act (even if it was executed terribly). I'd make that conflict the center of attention for the second and third act, with the Qunari taking up the first act as you make a name for yourself. I guess I'd just like less emphasis on the Qunari. Ww both agree on scrapping the way they did the first act.
Well, I think in a perfect world, the two conflicts could be intertwined. It would be amazing to see the contrast of conflict from within (Mage/Templar) against conflict from without (Qunari and the Qun). In order to fight the Qunari, the two sides need to come to a stalemate, but plot elements such as the Lyrium Idol and the manipulations of certain Chantry Members (the act 2 *****) drive them apart, leaving Hawke as the only person able to save the city.

Think about this pitch: One refugee must rise to power to unite a divided city against a great enemy, at the cost of putting the world at the brink of a devastating war.

Doesn't that sound interesting? It also lets Hawke actually affect the outcome of things. How severe does the Templar Mage conflict become? What will be left of Kirkwall in the wake of such events colliding at the same time?
That sounds interesting. I would add being able to side with the Qunari to that. A bit like New Vegas. I'd love to see the way that the factions would interact. The Qunari would be more sympathetic toward the Templars, etc. Have 4 factions: Qunari, Templars, Mages, Independent (You fight for the city and look out for the citizens). Maybe I've just played too much New Vegas. Tossing around these ideas is fun, though. I might make a Fable 3 topic.
Precisely. The Arishok raises some really good points about the city, which definitely makes the decision to turn Qunari seem like the best. Kirkwall is a cauldron waiting to boil over. It offers yet another unique choice: would you submit your home to a foreign religion if it meant preventing a global war?
Yeah, I saw the Qunari as a less evil Legion from New Vegas. You give up freedom, but they guarantee order and safety, which is exactly what Kirkwall was in need of. And the party member reactions to your decisions would be as entertaining as ever.
 

Joccaren

Elite Member
Mar 29, 2011
2,601
3
43
1. No dialogue wheel. It was shit. I hate it in ME, I hate it here. I want to be able to make a choice without being told 'this is what your choice will do'. If I want to kow what it will do, I'll look up a walkthrough. It makes it that much harder to RP when your hellbent on following a certain path. DA:O, I thought I was following a path, but many of my dialogue options told me I wasn't, like joking with Alistair calling him 'Your Majesty' or whatever at Redcliff. Also taught me how little I actually knew his character. I thought he might somewhat chuckle at it, but instead he seems somewhat more depressed. Taught me more about him, and added depth to his character. If I had of had an option at the top right of the wheel that would have me say the exact right thing to him, I would have picked that over the witty response simply because I wanted to be in his good books.
2. More Dialogue options. Not just 3, a witty, a nice and an ass response, though the first and last could sometimes be put together... I preferred having multiple options that weren't necessarily black white or grey, and I had to understand who I was talking to to make the right choice, not just pick the obvious one that stood out among the rest (Though there were some of them in Origins too, nowhere near as many though). Yes, this would make it harder to voice over, but IDGAF. Gameplay over being able to hear what is not my characters voice any day.
3. Let us pick what we want to play as. Shoehorning us into humans was a very bad move, especially after Origins. Humans have always been the asses of the DA world, and it would have been nice to have been able to be an elf, or a dwarf, and have all those humans look upon you with disdain, and all of your kind be nice to you because you knew what they were going through.
4. No button mashing. Pick a target, attack it, and it will keep attacking for you. Gives you more time to worry about picking your next ability to use, observe the situation, and it doesn't make you fingers ache. Something WAS needed to speed up the combat from Origins, but button mashing is not the way to do it.
5. No respawning enemy waves. I hereby order the death of whoever thought this was a good idea. Pre-placed enemies worked far better. You could see them coming, you could lay traps and plan an assault, it became more tactical then 'Oh look, enemies, lets button mash until they spawn behind my mage, then run over there and button mash until they stop spawning'. It also makes little sense for enemies to just appear out of nowhere.
6. More areas. Don't just make Kirkwall bigger and more interesting, add more than the two dungeons other than Kirkwall you had. For a good example of how things can be done in a small area focus, yet still with a good number of different areas, see DA:O Awakening. Set in one small province of Ferelden, and mainly focused around two towns. Your quests, however, took you outside those towns to view the surrounding countryside, something Kirkwall was severely lacking. I'm sure it would have had at least some interesting areas around it, so why not let us explore them?
7. Give it an actual overarching story. Yes, Hawke rises to power. Wow. My Warden became the greatest hero Ferelden has ever had, rising from a simple city elf. That is a rise to greatness and power, but he actually accomplished something to get there. He defeated an entire Darkspawn invasion almost singlehandedly, with the exception of a couple of companions. There were some slightly interconnected plot lines, but they were just very vague one act, the whole point of the next act, then completely forgotten the act after that. But hey, maybe that's what happens when you jump in years between acts... so, to fix that:
8. More acts. Add more time into the story, so that the vague idea of the Qunari invasion and Mage v Templar subplot-turned-major thing can actually develop over time, rather than just a 'BAM' there sort of thing. Also would have meant that 9 wouldn't have to cram so much conversation into one meeting.
9. More dialogue. You jump years between acts, you would have a LOT to catch up on, so why not talk about it all with your companions? A few short talks is not enough to cover years of ones life, why not have the option of asking. In origins, I could find out a lot about the backstory of all my characters, and the good 20-400 years of their life was bought out with a fair bit of dialogue. I learned about Leliana's Orlesian upbringing, about Sten's people, about Alistair being a bastard child and having never met his sister. Every little thing doesn't need to be included, like 'I woke up and had eggs that morning', but for some of the most important and interesting people in Kirkwall, I'd think they'd have more to say.
10. A better ending. An epilogue more like Origins, where it left plot threads open where things could change, the sequel could continue them, there was more left to be said, and, in many ways, I'm guessing this is what a lot of Origin fans were hoping the sequel was going to include: Something to tie up those threads left open in a semi-cliff hanger. What happens to my Warden after he goes through the portal with Morrigan? What happens to his companions? Do they succeed in their quests? Do they fail? There was a bit of this in 2, and I do like the shift in story somewhat, but more couldn't have hurt. And also...:
11. Don't retcon player decisions. If Leliana or Zevran are dead, don't bring them up. Just... Don't. And if you do, admit it was a mistake, then try to explain it with DLC or the sequel (Mass Effect Conrad Verner anyone? Apparently there is a chance he just had 'a bad day', that will be explained in 3. Apparently), DON'T just say to the fans 'Sorry, you're wrong. Oh, you chopped of her head? Well she lived through that. Or, better yet, you didn't actually chose to kill her! Sorry!'. One of the stupidest moves they made.

That is my short list... for now. I may have more to add in the future though.
 

Darkfiretiger

New member
Jun 30, 2011
13
0
0
Finish it, the game feels unfinished, there's still a story to tell and I'm pissed off that they are going to try a sell me the next part of the story even though I've already payed full price for the game. The game feels like a bloated version of one of the locations from the first game. Beyond that the game feels like it's on rails which is so far from what happened in Origins, I mean everyone kills the Arch Demon at the end of Origins but how that happens can change, the difference between the paths in DA2 is negligible. Bioware was successful in tinkering with the game mechanics in ME2 using a more FPS style combat while maintaining the RPG style character interaction and quest mechanics I suspect someone thought that they could do the same streamlining in DA2 forgetting that the DA series is supposed to be a traditional RPG like NWN or Baluder's gate.
 

Paragon Fury

The Loud Shadow
Jan 23, 2009
5,161
0
0
How to improve Dragon Age II?

Remove (or delete) Dragon Age II from disk drive (hard-drive).

Insert (or install) Dragon Age: Origins into disk drive (hard-drive).

Enjoy.
 

ultrachicken

New member
Dec 22, 2009
4,303
0
0
You forgot the big one: Make more than six dungeons.

Dungeon crawling is already a generally tedious affair, so using two or three layouts with a few different skins doesn't help that much.

There's also the fact that Kirkwall isn't very fun to explore. It's just a large collection of beige rock. Granted, the architecture is pretty cool, but there isn't enough variation.

Don't have waves of enemies appear from out of nowhere.

Increase the amount of character customization, and I don't mean in terms of skill trees, I mean give a choice of race and background again. All my characters feel like the same person across all playthroughs, and that's not a good thing.

EDIT: Give Hawke some actual power. The reasoning behind the game shoehorning you into your role at the end of acts 2 & 3 was paper thin. The Arishok is usurping control of the city, you must stop him! "But what if I think he's a better ruler than the Viscount?" Oh, well... look! A qunari dragging off some helpless woman, despite that action going against qunari ideology, and being totally random!

For the third act: Should the mages be eradicated, or entirely free? "What about improving living conditions in the circle and working to repair the veil that makes blood magic so dominant?" Tough shit! Pick an extreme or stop playing.
 

CommanderL

New member
May 12, 2011
835
0
0
i think there should have been another act after the third when every thing has gone to hell lets be honest the whole last part of the third act moved way to quickly
 

Zetatrain

Senior Member
Sep 8, 2010
752
22
23
Country
United States
Soviet Heavy said:
I won't deny that Dragon Age 2 has both flaws and benefits, but right now, I view it as a fixer-upper rather than a lost cause. There is a lot of potential in the game, that just seems to be squandered by obtuse decisions and a short development cycle. Here are the changes I would make to improve the overall game.

#1. Make Kirkwall Bigger
If you are restricting a story to one location, make sure it is one that you actually want to explore. In this case, it means making a bigger city. Over the course of the three acts, show off different parts of the city, make it feel more alive. Put in more NPCs, make more locations, just increase the overall scale.

#2. Remove universal cooldown from abilities.
This is especially true for healing effects and magic usage. It does no good to have a long ass cooldown between casting multiple spells. I understand why this was implemented to keep Mages from being war gods like they were in Origins, but it severely cripples their support role. Being able to only use a single healing spell before waiting on a cooldown makes healers very limited. And the universal healing potion bar is terrible for managing a party, especially in a dire situation where many are near death.

#3. Change the Prologue
The prologue of Dragon Age 2 is one of the weakest parts of the game. Running across "Shit Mountain" fighting hordes of cloned Darkspawn isn't exactly the most exciting way to start off a game. The whole section feels tedious, and an uninspired art direction does not help.

Compare to the prologue from Origins. This not only includes the origin story, but the entire section involving the Battle of Ostagar and the town of Lothering. This is how I feel it should have been handled:
#1. Origin - Following the Lothering's Bann to Ostagar, starting out with your farewell to your mother and sister as Hawke and Carver go off to war. Much like the Human Noble's origin. Battle at Ostagar acts as the combat tutorial, while being in a much more visually dynamic setting.

#2. Escape - Following the defeat, the game switches to the flee from Lothering as the Blight pours in. Here, you meet Flemeth and the whole shebang with Wesley goes down. But before you go straight to Kirkwall, instead show Hawke's family moving across Ferelden, until they make it to the docks. Then proceed into the game proper.


#4 Add a continuing plot throughout the three acts
This is the place where most of the criticism falls, that the acts feel like independent stories rather than a connected series of events. What I propose is an increase in the importance of the Qunari.

The first act takes place a little while after the first Qunari Invasion of Kirkwall, which was repelled by the smuggler fleets, including Isabella. Maybe have Hawke participate in this battle, and then have the stranded Qunari come into play in the second act. This way, it gives Hawke a motivation to complete the quests rather than just "make 50 Gold Sovereigns." Show the Mage/Templar conflict steadily growing, instead of relegating it to mostly sidequests until the third act. The infighting between the Andrastians allows Hawke to act as an agent of change in order to better fight the Qunari. Hawke's actions determine how severe the fighting gets, and how well prepared the city is to repel another Qunari attack that happened in Act 2.

That's all I've got for now, feel free to add your own suggestions. Or just ignore everything and scoff at another DA2 thread.

ADVISORY
Please try to keep it civil. I want suggestions on how the game might have been improved, not a "The game sucks so change the suckness of it" responses.
1) Agree, the bigger the better

2) I don't quite remember this being a pain, so I'm indifferent on it. However I would like it if they put a bit more effort into the visual effects for the spells.

3)Partially agree. Don't forget that if you are a mage then you don't go to Ostagar, so mage Hawk would stay at home. If anything the main purpose of the prologue is to give you an idea of who your family members are, especially the one who is going to inevitably die in the prologue.

4)Personally, I thought that act I was good the way it was. It did a good job of introducing the mage versus templar plot and the Qunari subplot. Act II was done well, although I would have added one or two mage versus templar main quests to keep that plot relevant and one more main quest for the Qunari subplot before the climax in ACT II.

Now ACT III is where the main problem is. In the beginning of Act III three years have past since ACT II and the mages and templars all of a sudden at the breaking point. The problem here is pacing, as the switch from the Qunari threat to the mages and templars being at the brink of war is jarring. There should have been four Acts with Act III being about how the mages and templars slowly pushed each other towards war. Then Act IV would serve as the climax to the mage and templar plot with war breaking out between two. Also the final battle should have more variation in how it plays out depending on who you side with, and it should be longer.
 

DustyDrB

Made of ticky tacky
Jan 19, 2010
8,365
3
43
My biggest problem with the game now is that Merril has no healing spell (she lacks the creation tree, which contains the basic healing spell). I seriously hate Anders and would never use him again if it weren't for the fact that he's the only mage (other than Bethany or a mageHawke) with a healing spell. I'm still trying not to use him at all (except for the Deep Roads) on my current playthrough. I wish I could feed him to a High Dragon.

Surprisingly, the repeat environments aren't bugging me that much anymore on my third playthrough. The waved enemies aren't such a big deal either. I just don't want to use Anders.

If I had to come up with another major gameplay gripe, it's Legacy's final boss. Because micro-managing my entire party's movement individually is a pain in the ass.

Story-wise, I love 99.9% of Acts I and II. The Qunari stuff is the game's highlight for me. It's a cultural study, which is something Dragon Age has done well in both games. There's also the fact that you do have some choice in Act II (mainly concerning Isabela, but elsewhere as well).

Though there is...

Leandra's death
that is so painfully awkward that it kills the game's momentum.

I hate the story in Act III (spoilers follow). Meredith becomes a Saturday morning cartoon villain. Orsino says "Screw you guys, I'm evil now". The game screams that the Fantasy Nazis are right when every mage (other than the ones in your party) become Abominations. And god damn Anders. You know he is up to something sinister, but you can't stop him. In fact, you have to help him.
 

LordRoyal

New member
May 13, 2011
403
0
0
Liquidcool said:
RedEyesBlackGamer said:
Just a personal one-get rid of the dialogue wheel and voice. Blank slate>pre-defined character in a RPG like Dragon Age. Also, the hell was with the race lock? You put me in a fantasy world and force me to be human? Really? Imagine if Skyrim forced you to be a Nord.
To me this is funny, because I feel the opposite. I love voiced protagonists, humans are my favorite race (boring I know, but it's true) and the same goes for Nords actually.

I liked the dialogue in both origins and 2, but I gotta go with 2 just because it's voiced. It just feels a little off to me when NPC's talk to me and I respond in text, especially in a third person game.
I prefer not voiced protagonists simply because I prefer using my imagination in RPGs.

Hawke doesnt feel like your character as a result. He feels like a guy who's stats you can edit and who's conversation you skip on a second playthrough because you've heard it all already.
 

WFox

New member
Aug 6, 2010
31
0
0
DustyDrB said:
My biggest problem with the game now is that Merril has no healing spell (she lacks the creation tree, which contains the basic healing spell). I seriously hate Anders and would never use him again if it weren't for the fact that he's the only mage (other than Bethany or a mageHawke) with a healing spell. I'm still trying not to use him at all (except for the Deep Roads) on my current playthrough. I wish I could feed him to a High Dragon.

Surprisingly, the repeat environments aren't bugging me that much anymore on my third playthrough. The waved enemies aren't such a big deal either. I just don't want to use Anders.

If I had to come up with another major gameplay gripe, it's Legacy's final boss. Because micro-managing my entire party's movement individually is a pain in the ass.

Story-wise, I love 99.9% of Acts I and II. The Qunari stuff is the game's highlight for me. It's a cultural study, which is something Dragon Age has done well in both games. There's also the fact that you do have some choice in Act II (mainly concerning Isabela, but elsewhere as well).

Though there is...

Leandra's death
that is so painfully awkward that it kills the game's momentum.

I hate the story in Act III (spoilers follow). Meredith becomes a Saturday morning cartoon villain. Orsino says "Screw you guys, I'm evil now". The game screams that the Fantasy Nazis are right when every mage (other than the ones in your party) become Abominations. And god damn Anders. You know he is up to something sinister, but you can't stop him. In fact, you have to help him.

I'm with you, I hate Anders. I thought he was kind of funny in Awakening, but in DA2 I just can't take all of his whining. Oh and his blatant hypocrisy in attacking Merrill for using blood magic, when that asshole is an abomination who murdered a fellow Grey Warden (according to an official short story by one of his writers). And then he becomes a terrorist. But you don't actually have to help him. You can just ignore his personal quests, in fact you can make him leave sometime in Act II (but then you might not have a healer).


A lot of the complaints people are mentioning have been fixed by updates, or in the DLC ( I know that seems like an excuse, but at least it demonstrates that Bioware is acknowledging fan criticisms). One of the updates corrected the button mashing, so now you will continue to attack an enemy with basic attacks once you've targeted them. Also the DLC's have been better about not having unending waves of ninja enemies, and actually allowing you to use a little bit of strategy in combat, as well as using new environments and not constantly recycling the same cave/warehouse/mansion/etc.


As for me, overall I prefer the greater options of customization for protagonists in Origins to a fully voiced PC in DA2. For me the companions have been, and will always be more interesting than the protagonist. And that's how it should be in an RPG, because the player should have room to place themselves in the role, whereas NPC's can be fully fleshed out. And an earlier poster made a good point about Origins text responses allowing for greater companion character development than the dialog wheel.

Also, I think that Bioware tried very hard to make the final choice between helping the Mages or Templars a difficult one, but failed to do it well. I mean, aside from Bethany and maybe one or two other NPC's every mage in the game is either a blood mage, an abomination, or in immediate danger of becoming an abomination. Before the endgame starts, I would say that the Templars are in the right. Clearly the mages of Kirkwall really cannot be trusted. But setting off the conflict the way they did, with Anders (that asshole,I really hate that guy) causing everything was, in my opinion, a bad decision. Because it doesn't make sense to kill all the Circle mages when one non-circle mage was the culprit- and by the way, was right there, so could easily be apprehended an punished (pretty sure Sebastian points this out).
If it were me, I would have actually had some of the Circle Mages start the fight, being desperate from the increasingly harsh conditions in the Gallows. As it stands, I have a very hard time siding with the Templars in the endgame, even if I've been playing the entire game siding against the mages. It just seems wrong.
 

Xixikal

New member
Apr 6, 2011
323
0
0
I would support any improvement in the graphics department.

Also, it would be super nice if your choices affected the game more, especially when the responses of other characters are involved.