Was it a great game? Hell yes. But I'm in the unique position of playing DA2 then DAO, so here's a few things I noticed:
Orzammar isn't a whole lot smaller than Kirkwall, and I'm pretty sure that you could fit all of DA2 inside the Deep Roads. BioWare REALLY needs a longer development cycle. That's the only real explanation for the repeating dungeons.
DAO's combat was much deeper than DA2, but DA2's actually felt like you were fighting. Removing auto-attack on consoles was a good thing, but they probably should've added something to make it more than button-mashing; maybe timed hits, like the Witcher? Anyways, DA2 has far, far better skills and skill trees, but if you're fighting what amounts to the same enemies, re-skinned, for hours, you basically just pick the spells/talents that deal the most damage or have to do with cross-class combos. And taking care of the inevitable wave spawning right behind you.
The art style was, in my opinion, better in DA2, but that's probably the most subjective issue surrounding these two games so I'll leave it at that. Graphical fidelity itself is a non-issue.
DA2 could've had a story that was as good, if not better, than DAO, but it just wasn't as cohesive. The entire first act was, in retrospect, completely forgettable and nothing of consequence happened until the end (and even then it felt like they forced the lyrium idol in at the end). Act 2 did a pretty good job of setting up the Qunari uprising, and I'll hold up act 2's finale quest as the best part of the game, but most of the ramifications were overshadowed by the mage/templar conflict. Act 3 just seems...separate, I suppose. That's the main problem with the narrative in DA2; it feels like 3 games, sewn together and with references to the other acts sprinkled in as seasoning. The mage/templar conflict shows up before act 3, sure, but Meredith and Orsino, who should've been major players the whole time, pop in to say hi at the end of act 2 and then dominate act 3.
Orzammar isn't a whole lot smaller than Kirkwall, and I'm pretty sure that you could fit all of DA2 inside the Deep Roads. BioWare REALLY needs a longer development cycle. That's the only real explanation for the repeating dungeons.
DAO's combat was much deeper than DA2, but DA2's actually felt like you were fighting. Removing auto-attack on consoles was a good thing, but they probably should've added something to make it more than button-mashing; maybe timed hits, like the Witcher? Anyways, DA2 has far, far better skills and skill trees, but if you're fighting what amounts to the same enemies, re-skinned, for hours, you basically just pick the spells/talents that deal the most damage or have to do with cross-class combos. And taking care of the inevitable wave spawning right behind you.
The art style was, in my opinion, better in DA2, but that's probably the most subjective issue surrounding these two games so I'll leave it at that. Graphical fidelity itself is a non-issue.
DA2 could've had a story that was as good, if not better, than DAO, but it just wasn't as cohesive. The entire first act was, in retrospect, completely forgettable and nothing of consequence happened until the end (and even then it felt like they forced the lyrium idol in at the end). Act 2 did a pretty good job of setting up the Qunari uprising, and I'll hold up act 2's finale quest as the best part of the game, but most of the ramifications were overshadowed by the mage/templar conflict. Act 3 just seems...separate, I suppose. That's the main problem with the narrative in DA2; it feels like 3 games, sewn together and with references to the other acts sprinkled in as seasoning. The mage/templar conflict shows up before act 3, sure, but Meredith and Orsino, who should've been major players the whole time, pop in to say hi at the end of act 2 and then dominate act 3.