The combat has gone down hill since Origins, but Bioware still nails the other aspects - story, characters, how to extract an emotional reaction. It was a great looking game too.
I didn’t even know we could use mounts.
I think Trespasser is pretty good too. It’s not a Mass Effect Citadel send-off, but it ends the game tolerably well, and it wraps up the story of the Inquisitor in a really effective way, while answering a lot of questions about the lore and setting the scene for the future game.
I really enjoyed Jaws of Hakkon too. Well-made story with some really great background about the Last Inquisitor.
IMO, those two pieces of DLC are better than pretty much everything in the main game, other than the Grand Ball.
Didn’t much like Descent. Adds a bunch of lore that has fairly little connection with the rest of the Dragon Age mythos and ends the story with more questions than answers. Seems like a rule for Dragon Age that any content involving the Deep Roads has to suck.
I agree except I also thought The Descent was better than the main game. It’s really impressive how good those DLCs are. So few hold up that well next to the games they’re for.
Yes-- the song was another high point. Well said. We need more stuff like that in games.
I also rate it 3rd and it was the only DA game I did not finish. Attempted to play it twice, got bored each time at some point. Pretty sure I didn’t put more than 20 hours in each time.
Loved the character banter and characters, liked the art design, presentation. But combat was really dull and at no point did I care what was going on.
And I am probably the odd one but I preferred 2 to the first game, warts and all.
I know people hate the re-use of so many locations in the second game but I enjoyed the game itself.
One thing with these games is that when you make a decision about a character it has meaning.
Something else I forgot to mention was The War Room. I understand what they were trying to do with it, but for the most part it was a tremendous waste of time. I don’t see why most of the areas opened there couldn’t have been introduced by other means.
Oh yeah. Tying that stuff to real-time has to rank as one of the more obnoxious decisions in a single-player CRPG ever.
I enjoyed the more “personal” scope of DA2 as well, though I don’t think they quite managed to pull it off. Especially because, despite the smaller scope, Hawke still ends up pretty much at the power-level of a god, just like the warden and the inquisitor. The contortions they have to go through in DA:I to explain why Hawke and the Warden (if he survived) don’t just go ahead and fix things are pretty absurd. Sure, both of them could defeat Corypheus with one hand tied behind their back if they wanted to, but they won’t because… reasons.
Nothing that actually matters is real-time. All the things that unlock parts of areas or new zones or whatever finish instantly. The rest of it’s just a bit of intermittent story drip with very minor rewards. I mainly wish you could interact with it outside of the home base, because it was a pain to go back to deal with that stuff. Especially before they fixed the loading times.
ProTip: It uses your computer’s clock. So just set your clock ahead, and missions will immediately complete.
That is not entirely true. most have at least 15 minute clocks on them. Towards the end of the game you are told to go to the war room to do something and if you have the people in the war room doing other stuff you have to wait for one of them to be freed up before you can do the task. Also I found that a couple times I had to leave and return for tasks to show up on the map.
But yea, having to return to the war room for some simple direction was a pain in the ass.
I cannot recall a single war table thing that made an impact on the game world that had a timer or used the actual named characters who could be busy. You just spent power and chose an approach.
You needed to go to the war room to open areas, and in order to do that you would have to have either Cullen, Leilani or Josephine do something. Usually the important things were either 15 minutes (find where Samson was hiding) or instantaneous (such as going to the Western Wastes).
Some very optional ones were 3 hours long.
This leads me to a question, if you don’t defeat Samson does he show up at the end of the game or does Corephius (sp) somehow benefit?
It’s absolutely optional, but when I’m playing a game I want to do the optional stuff too, and time-gating a single-player game is, if you’ll excuse my language, fucking stupid.
You can’t not defeat the lieutenant, it’s on the main quest. You either knock them out or (if you sided with Templars) you can convince the mage that the bad guy was going to double-cross her and she leaves. If you knock them out they come back to your keep for judgment, and the various options there have minor impact on the game.
I think @Scuzz may be right that the important stuff was not time-gated, though IIRC, you still needed an available advisor to do the task, which you might not have in all circumstances. Either way, it was and still is an absolutely inexcusable mechanism, IMO.
And I know one could tamper with the clock, but that hardly makes it better. I shouldn’t have to do that sort of stuff, to enjoy a game or see all of its content.
Scuzz was the one claiming they were time-gated, and that is simply not true. If it changes the main game world in any way, it’s an instant expenditure of power and you do not require an advisor. The timers and advisor locks are all 100% internal to the war table and 100% a sideline to the core gameplay. Seriously. I just looked through a wiki list of all of the war table quests.
Now, I get not liking the war table, but…I’m not sure what the alternative is supposed to be? If you eliminate all timers, you’re literally just clicking short text paragraphs until the questline runs out. There’s no actual meat there, so if it’s not something to poke at occasionally between actual adventuring it seems even more pointless than it already is. And sure, I suppose you could just get rid of it entirely, but the point is to make you feel like the leader of an organization, with underlings to do things for you. I think it works quite well for that. And if you don’t want to mess with that shit, it’s 100% siloed so you don’t have to.
It is, of course, time-gated. It’s just optional, but that doesn’t make it OK.
I would gate missions to quest completion. You finish the quest to kill a bugbear, up pops a bugbear-related mission.
They do some of that already. But if you’re just clicking to complete, what’s the point of having it at all?
Well, some of the missions had little stories, they were vaguely and briefly interesting. I would be fine with taking it out entirely too, but gating them by quests and making them instant would be better than that.
I agree that the stories could be interesting, I just think having them tick down while you’re out adventuring is the only reason to have a war table. Otherwise they might as well be codex entries.