Poll: Is Dragon Age 2 a bad game?

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Someone Depressing

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If it was a stand-alone game, it would be pretty good.

But, it's submissioned to be judged next to its prequel, which was infinetley times better.

And, hell. I enjoyed playing through it, mainly because I had barely playing Origins (Only played for the first 6-levels, and when I did stick it on, it always ended up crashing 'cause my PC's shit), and partly because I've always liked 3rd-person Tactical Action-RPGs.
 

Juggern4ut20

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Cowabungaa said:
Thanks for the response being professional. Allow me to retort some of the points and concede some due to the late hour that i write.

For the dialogue wheel and the voiced protagonist, I think we'll have to agree to disagree (whatever that means) on those issues. But i do think i have a way to explain it using this quote from you.

Cowabungaa said:
A mute protagonist doesn't work very well in a modern, character driven RPG.
Times have changed. The style in which RPGs are created and written is different than it was. HOWEVER, my big argument is that dragon age: origins was a great game because it was created with the old school style in mind. While you do not feel that your character in DAO was as fleshed out as in DA2, i did and I think that they should have continued the style of the previous game instead of completely changing it to resemble another rpg series they are doing (mass effect). That is why i think the voiced protagonist and dialogue wheel did not work in the game.

As for the writing and plot, i will argue till I'm blue in the face about this. Dragon Age 2 did not have good writing. The excavation had little to do with the qunar and both had even less to do with the mage uprising. You might not have liked the 'cliched' simply plot of the first one, which is fine, but you have to realize why they used that simply plot. In the first game, they wanted to explain the entire world set to the player. They wanted to explain how magic worked, how it was treated, how elves were treated, how religion was viewed, how dwarfs lived, what the grey wardens were, and what the deep roads and blight was. In order to do that, they decided to keep the main plot VERY simple to not confuse the issue. That being said, i think that simple plot was done perfectly.

In dragon age 2, you are given a plot that is not good. What is the artifact that you found in the deep roads? I am still not entirely sure what it was or how it mattered to the game. They could have told the exact same story without ever finding it. That is bad writing. They present a plot point in finding this artifact thing and being betrayed, only to not really ever address what the artifact is and not really resolve the consequences of being betrayed (you got to tie it up in a short side quest at the end of the game). Poor writing. The qunar should not have been in this game. They did nothing but simply distracted from the overarching main plot, which i guess was with Anders and the Templars. I can go on and on. Meredith was introduced too late in the game. You could call the arch demon and Loghain, simple antagonists, but at least you were introduced to them in the beginning and were with them throughout the story. You don't even interact with Meredith till the very end of act 2.

That and the pacing sucked. In the first game, you are introduced to your character well before you become a gray warden. You get to see who your character was before their life went to hell. In DA2, you are just thrown in running away from darkspawn. How am i supposed to care about a 'home village' that was never introduced in the plot. Here is the best example that I can explain. At the beginning of the game in DA:O, you fight that ogre at the top of the tower in order to signal a charge to save the king. This boss fight against a single foe is probably one of the best boss fights i've played in a long while, because of the pacing of the game. You had played your character a good deal of hours before reaching that point to take on such a scary opponent. You fought through your origin, survived becoming a gray warden, and struggled to complete your task of lighting the tower. Once you kill the ogre there is a feeling of accomplishment that you had progressed and become stronger. That is good writing. In dragon age 2, you fight an ogre less than half an hour into game play, on top of a hill in the middle of no where. The accomplishment holds little value both in the plot and in gameplay, and there is no feeling of importance. This is how the writing is poor.

That and you can go into how the game just skips ahead years for no real reason other than convenience. How the game seems to think that it can just kill characters left and right to produce some sort of emotional investment in the game. I can overlook the combat, the voiced protagonist, the wheel, everything, if they just did a good job writing the plot.
 

StriderShinryu

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I love it.. but it has some definite flaws.

The recycled quest areas, and lack of variety in actual gameplay quest objectives, are probably the most notable issues the game has. Even people who do love the game would be hard pressed to ignore those.

Otherwise, however, there isn't much to complain about beyond points of personal preference.
 

Cowabungaa

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BlackIvory said:
Cowabungaa said:
How does the dialogue wheel make the ordering any less neat? If anything it's now a lot more clear what each dialogue option does, and with a quick glance at the icon you can see in which style the answer is presented.
Thats exactly the problem(!) You don't even have to read the lines, you can just look at the color(not even shape!) of the icon and the one you want it to be, instead of actualy reading and thinking about the meaning or consequences. Thats pretty much the definition of dumbed-down.
There is no law in DA2 that bars you from doing just that. They just gave you the option to either decide on your gut or your brain. You can still read what the response is about and think about the consequences. I didn't because I made my character a rash guy. Lead to some fun things.
Agayek said:
First, the dialog wheel, while it has its pluses, did more harm than good to the game, IMO. It put what felt like more of a limit (even if it functionally did not) on what kind of responses and choices you could make, plus I didn't like the fact that you got shoehorned into "Snarky cynicist", "Paragon of Virture" or "Bloodthirsty Psychotic". In DAO I could at least pretend my character had said something with a different inflection or tone to more match what I was trying to say.
Can't say the responses were that extreme, and in total there were quite a lot of them; caring and kind, discrete and compliant, ironic and snarky, charming, aggressive, direct and rude, flirty and letting a friend do the talking, at least that's the list in the manual, not counting certain things.

And honest I can't say they differ so much from DA:O's available options. They just made it clear at a glance what it's about. You only had to look a bit longer at DA:O's options to figure out what sort of option it was. DA2 just made it more clear.

The problem with the combat is almost entirely the way they designed encounters instead of the mechanics therein. The biggest problem with the mechanics was the fact that every single fight involved wave after wave after wave of mooks spawning, running up and getting one shot. The fact that they spawned all over the place, with no real rhyme or reason to it, robbed the combat of just about any semblance of strategy aside from "Get everyone in a big clump and kill everything that comes nearby". It was pathetically easy as well.
I can see your point there, can't really disagree with it. Though I have a feeling that if I'm going to play on Nightmare, even those small fights won't be that easy. But yeah, DA2 could've done with less trash.

And finally, the writing. The writing in DA2 was complete garbage. There really was no overarching plot with any meaning, it clearly suffered from the lack of a defined protagonist, and there was no conclusion to anything. The fact of the matter is, the whole game was a perfect example of the developer being either insanely rushed or lazy (I'm betting on the former). There was very little in the story that actually made sense and there was literally nothing tying the different acts together. The whole thing was just a mess.
Can't really recognise much of your issues. While certain sub-plots did feel a little unconcluded (Varric's bro for example, was he just left to rot in that asylum?) I felt that everything did flow into each other. in Act 1 you gained a name for yourself, drawing the attention of the 3 big powerful factions in the city (Viscount, Mages and Templars) while working yourself up in the world. In Act 2 you keep gaining influence with all 3 powers in Kirkwall with your newfound fame and finally in Act 3, after the removal of 1 power, your influence and fame forces you to decide the direction the Templar-Mage conflict is going to take.

Honestly, that seems rather coherent to me. There was most certainly an over-arching plot, and it was clear to me rather quickly; solve the Templar-Mage problem. Every Act told how Hawke (no clear-defined protagonist you say?) got himself into that position of power, basically becoming the 4th major power in Kirkwall.

Mind you, it wasn't without problems. Orsino suddenly becoming hostile (seriously dude, at least wait until the room is flooded with Templars before you do that) for example, or how Meredith got that piece of the idol, but overal it felt like a very coherent
 

Joccaren

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Sonic Doctor said:
A good role playing experience comes from being able to quickly pick the response that comes closest to the aligned response that the person would say in real life, if the situation was actually happening to him or her.
And yet you prefer the dialogue wheel? Being able to pick the response closest to what the character would say in real life is almost instantly ruined for me as soon as the responses are ordered by 'good' 'funny' and 'bad'. In DA:O I had picked the response I thought that my character would say based on their personality. In DA2 I usually picked whichever one was in the 'good' category because that usually was the answer the NPC was looking for. I had the same problem with the ME series, only worse due to the P/R thing.
In DA2, the reactions that the NPCs had towards my character was what I would end up choosing.
In DA:O I chose the reaction my character would have towards the NPC.
Both are roleplaying, your just playing a different side of the conversation.
 

Reqviemus

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Ian Caronia said:
Which brings me to DA2's ending. Closure. There literally is none. In any regard. This makes it a failure, and makes failures of those who wrote it. It's a sick ploy to infect people with the all too well known urge to buy the next installment to see what happens, and it shows no love from the authors for the world or characters that they created. A story that ends badly is just as bad as one that plays out badly (which, in terms of playing out bad I will admit is a matter of opinion). But, it is fact that DA2 has a cliffhanger ending with no closure. That makes it a bad ending, which, in my opinion, makes the story of the game worthy of the hate of those gamers who beat it expecting more.
Actualy there was a closure. It showed how your actions messed up the entire world's status quo. This ending was insanely bitter but after initial burst of anger I started thinking about it and I must say that it was a very clever idea. They tried to make a proper game without classic overarching plot structure that is a good thing in my books.
It would be boring to see another one of those saving the world stories. In this case in was just and excerpt of history, very important but closed.
Some more epilogue would be a good idea, but the point of the whole story was leading up to the certain events, and how one guy unknowingly started a war.
 

Juggern4ut20

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Sonic Doctor said:
That is a rather poor take. How at any point in dragon age origins, did you not pick what you meant to say. You literally were able to read word for word what your character would say. The ambiguity in which you speak is that you did not know how your speech would be taken. How what you said would affect the other person. Thus you were forced to replay conversations because what you said and the desired outcome were not that same. That is your fault, not the systems. You picked the poor choices and got the undesired outcomes. In dragon age 2, the symbols aren't showing you what you are going to say, they are showing you what the outcome is going to be. That is a bad system for role playing. You aren't role playing then, you are just picking the outcome that you want. In dragon age 2, you can never misstep. you never say something you did not meant to, or imply something that you did not want, and that is no where near real life. In a nut shell, that is why the wheel system is a bad system for role playing. Allow me to put it his way.

Sonic Doctor said:
I'm not going to give a response that one can't tell what is going on.
Sonic Doctor said:
In role plays, I want to come the closest I can to real life.
That is contradiction. In real life, you never know how a response will be taken. In dragon age 2, if you pick the stupid heart symbol, you know EXACTLY how your response will be taken. Thus, not a good system for RPGs.
 

plugav

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I had a good time playing DA2 and it's the first game since Planescape: Torment to actually move me.

However, it is a badly made game, way below BioWare standards.
 

LiquidGrape

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It has flaws. But so does all of BioWare's games.
It's my personal favourite.
What makes DA2 excel is its ambitious storyline, because that was never previously a strong suite on the developer's side. The realisation that DA2 was such a dramatic improvement took me a little by surprise.
Furthermore, it probably has their most well-crafted cast of characters and their best romance in Isabela.
Plus a rcokin' new visual presentation which puts Origins to shame.
 

Sarkule

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It's a good game, but compared to other bioware games it's kind of terrible. :3
 

BlackIvory

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Cowabungaa said:
There is no law in DA2 that bars you from doing just that. They just gave you the option to either decide on your gut or your brain. You can still read what the response is about and think about the consequences. I didn't because I made my character a rash guy. Lead to some fun things.
You can't realy think about it if you already know in advanced that "Thats good, thats also good but sounds jerky, thats bad". It takes away a major part of the role playing in the game, playing a rash character doesnt mean quickly clicking on the option for the shortest conversation. It means picking the right dialouge options that make him seem rash. Its just the way this wheel was built is really dumbed-down conversation in the worst way
 

Cowabungaa

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Juggern4ut20 said:
Times have changed. The style in which RPGs are created and written is different than it was. HOWEVER, my big argument is that dragon age: origins was a great game because it was created with the old school style in mind. While you do not feel that your character in DAO was as fleshed out as in DA2, i did and I think that they should have continued the style of the previous game instead of completely changing it to resemble another rpg series they are doing (mass effect). That is why i think the voiced protagonist and dialogue wheel did not work in the game.
I wouldn't use the word "better" if I were you, I'd say I liked it more. Neither style is inherently better; the old, Tolkien style story of DA:O or the small-scale character-driven story of DA2. But seeing as I am me, I say I liked DA2's story more, simply because I'm a bit done with the clichéd save-the-world-against-the-demons plot DA:O presented.

I don't see what this has to do with a voiced or silent protagonist though. Worst was that in DA:O your character did have a voice, you select one at the start. But during conversations he was silent all of a sudden. Struck me as very odd. Just voice him completely or make him properly shut up.

As for the wheel, once again, that's just an interface. Nothing more, nothing less.

As for the writing and plot, i will argue till I'm blue in the face about this. Dragon Age 2 did not have good writing. The excavation had little to do with the qunar and both had even less to do with the mage uprising. You might not have liked the 'cliched' simply plot of the first one, which is fine, but you have to realize why they used that simply plot. In the first game, they wanted to explain the entire world set to the player. They wanted to explain how magic worked, how it was treated, how elves were treated, how religion was viewed, how dwarfs lived, what the grey wardens were, and what the deep roads and blight was. In order to do that, they decided to keep the main plot VERY simple to not confuse the issue. That being said, i think that simple plot was done perfectly.
Already explained this in a pervious post; every Act in DA2 basically told a certain part of how Hawke ever got in the powerful position to make the choice he made. Indeed, the expedition to the Deep Roads had nothing to do with the Qunari, but both did have something to do with how Hawke got where he was; the Deep Roads gained him his fortune, unlocking doors that lead to the higher echelons of Kirkwall's society, and defeating the Qunari gained him the fame and influence that basically made him the 4th power in Kirkwall. The whole plot revolves around Hawke and how he got where he got.

As for DA:O's story, yes for such a clichéd plot it was indeed very well executed, and yes they did a great job of revealing the inner workings of the Dragon Age universe. This is really just a matter of taste.

In dragon age 2, you are given a plot that is not good. What is the artifact that you found in the deep roads? I am still not entirely sure what it was or how it mattered to the game. They could have told the exact same story without ever finding it. That is bad writing. They present a plot point in finding this artifact thing and being betrayed, only to not really ever address what the artifact is and not really resolve the consequences of being betrayed (you got to tie it up in a short side quest at the end of the game). Poor writing. The qunar should not have been in this game. They did nothing but simply distracted from the overarching main plot, which i guess was with Anders and the Templars. I can go on and on. Meredith was introduced too late in the game. You could call the arch demon and Loghain, simple antagonists, but at least you were introduced to them in the beginning and were with them throughout the story. You don't even interact with Meredith till the very end of act 2.
How it mattered in the game? Didn't you notice that Meredith gained a piece of it, making her go even more insane than she already was? They explained that pretty clearly when Meredith confronts you for the final time. You are right however about the origin of the idol, while a bit of mystery is fine, it appearance did seem a bit...random.

But the consequences of the betrayal were also quite clear; the idol was out of your hands, and without you knowing it passed through all kinds of hands, including (as you later find out), Meredith's. This lead to Meredith becoming loko just like Berthrand did. She also was introduced in the game very early, hell she was introduced from the start. You just didn't interact directly with her but with her underlings and the problems she caused.

As for the Qunari, yes they did matter. As I've explained, defeating them made Hawke really rise to fame, becoming the Champion of Kirkwall and basically gaining the 4th position of power (or 3th, as the Viscount goes out) in Kirkwall. This is important, seeing as gaining this influence got him into the position to choose the direction the Templar-Mage issue takes after the incident with Anders.


That and the pacing sucked. In the first game, you are introduced to your character well before you become a gray warden. You get to see who your character was before their life went to hell. In DA2, you are just thrown in running away from darkspawn. How am i supposed to care about a 'home village' that was never introduced in the plot. Here is the best example that I can explain. At the beginning of the game in DA:O, you fight that ogre at the top of the tower in order to signal a charge to save the king. This boss fight against a single foe is probably one of the best boss fights i've played in a long while, because of the pacing of the game. You had played your character a good deal of hours before reaching that point to take on such a scary opponent. You fought through your origin, survived becoming a gray warden, and struggled to complete your task of lighting the tower. Once you kill the ogre there is a feeling of accomplishment that you had progressed and become stronger. That is good writing. In dragon age 2, you fight an ogre less than half an hour into game play, on top of a hill in the middle of no where. The accomplishment holds little value both in the plot and in gameplay, and there is no feeling of importance. This is how the writing is poor.
Oh? Lothering wasn't introduced in DA:O? DA2 was still a sequel, that's one example that shows it. It might've been a good idea to show a bit of their life before the Blight, but how would that work gameplay-wise? They were just simple villagers afterall. Quests to collect chickens or buy cow feed or something?

As for the ogre in DA2, yes it does hold value in the plot. It basically shows; this guy is powerful, he has potential. Flemith recognises this potential, judging by her reaction, hence why she saves him in the first place. And that's where Hawke's road to fame actually starts.

Mind you, I can't disagree about DA:O's pacing, which was indeed very good. DA2 just had a completely different kind of story, and with that belongs a different kind of pacing.
That and you can go into how the game just skips ahead years for no real reason other than convenience. How the game seems to think that it can just kill characters left and right to produce some sort of emotional investment in the game. I can overlook the combat, the voiced protagonist, the wheel, everything, if they just did a good job writing the plot.
Of course it's convience, what would you fill all those years with? Again, every Act shows an important milestone in Hawke's road to fame and the catalysts that gave rise to the big issue Hawke has to deal with in the end.

Also, kill characters left and right? Honestly I saw surprisingly few characters die off. None of my companions (though one legged it, could've known, damn *****).
BlackIvory said:
You can't realy think about it if you already know in advanced that "Thats good, thats also good but sounds jerky, thats bad". It takes away a major part of the role playing in the game, playing a rash character doesnt mean quickly clicking on the option for the shortest conversation. It means picking the right dialouge options that make him seem rash. Its just the way this wheel was built is really dumbed-down conversation in the worst way
Eh, no you don't know that, seeing as some characters like you being jerky. Worked like that in DA:O, worked like that in DA2. The introduction of the dialogue wheel didn't introduce the black-and-white Renegade/Paragon system of Mass Effect all of a sudden. It works just the same, you still get friendship/rivalry points for RPing a certain character just like in DA:O, there's still the same style of answers available as in DA:O.

It can't possible be dumbed down seeing as it still works the same. It's just presented in a slicker way that enables players to make both gut-feeling and thought-out choices. DA:O forced you to do one of those, in DA2 you can do both.

You say it takes away of the roleplaying, but I honestly have no idea how. I actually did make a rash character in DA2, leading me to sometimes pick snarky/charming options and sometimes aggressive and direct ones, and I roleplayed the change in my character after his mother died. I really have no idea how roleplaying is diminished in DA2 compared to DA:O. The wheel was just an interface, the actual content was no different from DA:O.
 

BlackIvory

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BTW, what the hell is the big deal with Isabela? at first she's cool and hot and all, seems like a good choice for romancing, then its just she turns into a non-stop recycling plant of dirty one-liners. It gets REALLY old REALL fast.They even made her a big part in the game with the end of act 2, and she appears at trailers as the "True" female "protagonist" in the game. But I preffere Merril a lot more, she has a lot more character.
 

sumanoskae

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It's Biowares worst game, but that's not saying much. It's an exceptional game, but not an outstanding one. There are some great moments, but the plot lacks cohesion. The characters are interesting, but aren't as fascinating as they usually are in other Bioware games like Origins and Mass Effect 2.

If you can take it for it's own merits, and not let it fall under the shadow of Origins, you'll enjoy it very much, but if you loved Origins the way I did, you'll be disappointed.
 

darkonnis

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the trouble was, was too many fanboys expecting DA:O to be a hack n slash baldurs gate dark alliance type thing. When in actuality what we received was a tactical RPG. So they whined continuously about the combat being too difficult and complex and certain things just not being quite right. So they pumped out dragon age 2, and played it safe. So safe that for them, its poor. If anyone else other than bioware had made this and it wasnt a sequel to DAO we'd all agree that it has solid foundations from which to work from and launch the rest of the series. As it is, they messed up, the combat is so god damn boring after the first play through i whacked it on easy just to get it over with quickly. Thought? party decisions? cross class combo's, they dont do enough to mean anything so i mean who care, yawn.
 

YunikoYokai5

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I enjoyed it, it had it's fair share of flaws (the most annoying being the reusing of maps) but I do enjoy playing it ^.^