Wall of text alert.
Cat of Doom said:
Enjoyed every second of the game. Sure it had its faults, but DA:O also copy/pasted allot of different areas as well. I did pefure DA:O, but loved this game also.
Not anywhere NEAR the extend Dragon Age 2 did it.
Origins simply copied the interiors to a few buildings here and there, rearranged furniture, etc. Very seldom did it do this as you could see it had a lot of original interiors and exteriors.
Dragon Age 2 there were no original dungeons, outdoor areas or anything. You were just going through the exact same house, outdoor area, dungeon every time. Not to mention the game was unnecessarily padded for length.
Sonic Doctor said:
Next comes the leveling up and ability sets. For a game that people boast as being incredibly open and customizable, it is very limiting on how abilities can be learned which ones can be put together on the same character. Learning them is too dependent on what stats the player has chosen to put stat points in each level. I know KotOR did the same thing, but there were way more stat points given out in that game and the stat cost of each level of an ability was much lower.
In Dragon Age Origins one can design a warrior that uses dual knives and can one hit kill enemies with ease. You can also design a Rogue that uses a sword and shield. It is only limiting based on what class you are.
From what I can remember Origins had attributes, which are present in most rpgs. For a game that was an attempt at rehashing Baldur's Gate the only thing Origins did wrong was that it hardly depended on them at all. Origins's combat gave you hundreds of points to put into these stats which made the game a bit too easy toward the end.
Then they had talents. Which were attacks or different things you could do in and out of combat. Like stealthing, potion making, healing magic, offensive magic etc. Pretty much copy and pasted from Kotor
Then they had skills, which were things like stealing, herbalism, persuade etc.
I still fail to see how confusing this is. You get attributes when you level up, You filter them appropriately, you decide on certain feats and spells to use etc. The only difficult part is not designing a broken character. Which is quite a lot easier in Dragon Age Origins then something like Baldur's Gate where you only get a handful of attributes and much less option for human error.
Sonic Doctor said:
They fixed the combat entirely. When my abilities are recharging, I can get in 10 times the number of normal attacks before they recharge compared to Origins. The attack is as fast as I can press the button, so normal attacks are fast and each one probably only takes a split second to complete, so no noticeable hang time between each normal attack. On top of that, I have much much more control over my special abilities, I decide the area in which my special abilities will damage and they can hit more than the one person I am targeting. The combat is more fluid and enjoyable. In Origins I could tell that behind the scenes there was the virtual dice role on how my moves would damage, because of how slow combat was it felt slow and calculated. In DA2 the battles are ferocious, fast paced, and loud(actually sounding like a battle), it keeps the mind distracted and one doesn't notice the virtual dice rolls.
This is more a matter of opinion really then actual critiscm. With Dragon Age 2 the battles were a lot more faster but they lacked the same level of strategy and precision that Origins had. Because the enemies attacked in waves randomly it didn't have the same depth as say, stealing into a room, backstabbing the mage, leading the enemies back into your instant kill spot, rinse and repeat, jargon you got used to in Origins. It was just, run in, attack, use talents, rinse and repeat. This was better done in other games like Fable because that game didn't try and force too many rpg elements down your throat. Really the problem I had with the combat was that it couldn't decide whether or not it was an RPG or a hack and slash and instead became a hybrid.
Sonic Doctor said:
When my special abilities were reloading, my guy should have ferociously swinging his sword, hit hit hit, not lazily, hit.......hit.......hit. The whole slow time to swing a sword, may, may, be "realistic" in reality, but it makes a game boring and tedious.
Do you know how heavy a sword is? Or how much strength you require to actually pull a longbow that is as tall as you are. There's a lot of technique and precision required in using actual weaponry. In Dragon Age 2 everything felt like it was... an anime or a JRPG. Everything was over exaggerated and extremely unrealistic. How a character swings a sword taller then him like it's a toothpick, and how enemies react as if they were just slapped instead of impaled. While Origins probably didn't do the best with animations or speed, it made up for it greatly in that it was slow so you could plan your skirmishes out and think your way through a situation rather then just running in like an idiot.
Sonic Doctor said:
Another messed up and boring factor was the dialogue. It just wasn't smooth. I remember what the silent protagonist dialogue choices were like back when BioWare did KotOR, and they dropped the ball on DA:Origins. There was new easy flow to tell what kind of response I might get out of the choice I make. The response I wanted could show up anywhere on the dialogue list, but many times it wasn't clear if the choice was right. For me RPGs are mostly about story, and it is hard to keep the story flowing when I have to sit for five minutes and decipher a choice on what could be the best thing to say, when I know the best thing but the game doesn't show it.
Origins's dialogue system was almost entirely copy and pasted from Kotor. I fail to see the complaint here besides the fact the game didn't hold your hand through conversations. In Origins much of the time there wasn't a "right" choice and really there was a "Make a lesser of two evils choice" In Kotor it was more "Lightside/darkside choice"
Sonic Doctor said:
The dialogue is great. It is clean and to the point. Adding the awesome dialogue wheel was a very good decision on BioWare's part. I loved it when I played the Mass Effect games, it was a much needed change to fix the dialogue problem from Origins. It also didn't hurt that the protagonist finally had a voice of his own, instead of the person I'm playing in Origins being a mute-telepathic that mysteriously doesn't have a voice in conversations but has one when he yells things in battle. I think we can all agree that it would have made Origins ten times better if they had hired voice actors to do the voices of each of the six Grey Warden stories. Having the dialogue wheel makes the story flow because I know what kind of character I want to be playing and what I want to say. I wanted my Mage Hawke to be the grand good hero and being able to quickly separate the questions from the forwarding dialogue, being able to listen to all the questions and easily choosing the good/kind choice at the top right, help me keep the game moving forward and my attention kept on speakers of the story, and not the words of dialogue at the bottom fearing how I will respond next, that I might respond wrong.
The problem most fans had with Hawke was the same one they had with Shepard. In that very little of Shepard is your character. He is a Sphace Mahrine that fights the Reapers. All you choose is how witty he is, or whether he's a jerk or not. There's very little element of role playing beyond combat.
With the Warden you can choose to be a cunning rogue, a sociopath, a brute, a megalomaniac. There's hundreds of choices in terms of your personality down to the fact there's a lack of voice. Your supposed to imagine what voice your character has, not just be spoonfed what hero you have. It's the game trying to put the player in the story teller's seat instead of the audience for once.
Sonic Doctor said:
On top of that, people comment on how great Origins stories are, but I couldn't get into it and the main reason is how hosed up the dialogue was. So in my book, the story of DA2 was better, the way the dialogue was, it was much more engaging.
Much of what made the Origin stories interesting was that you returned back to your origin later in the game, and saw how much had changed since then. It added replayability to the game and increased the depth of your character's backstory. It added to the roleplaying I mentioned earlier.
Sonic Doctor said:
They are definitely different. I also can't stand how people trashed DA2 because, boohoo, they could play as there Warden, they had to play as a specific more fleshed out character, and oh no, he is human.
The only difference between the Warden and Hawke conceptually is that Hawke's storyline is set in stone, his personality is more defined and he has a voice.
Sonic Doctor said:
LordRoyal said:
More on Merrill, I would say that BioWare didn't know they were going to give her a bigger part when they created her for Origins, but when they did find they would use her, they changed her because the change was better suited for what they wanted,
So a character suddenly obtaining a new personality, voice actor, entire character concept and relationship status over to a new sequel without any clarification as to why is alright then?
Okay lets make a sequel to Mass Effect where Wrex turns into an angsty "poet" Krogan. Bioware obviously wanted to flesh out his character and give him a bigger part in the sequel.
Sonic Doctor said:
but they couldn't create a new character for.
So changing an existing character to be the polar opposite of her previous personality equals = good writing. But not simply creating a new character to fulfill this role = lazy writing?
I think you need to flip those around.
AlwaystheUnlucky said:
OT: I personally enjoyed it. I felt the schizophrenic approach was justified actually, knowing how much of an unreliable narrator Varric is. The characterization was great, and everything made sense in context.
I think your giving the writers a bit too much credit.