Lucas Versantvoort / December 7, 2014
Dragon Age II is a strange case. It’s a sequel that is
without question inferior to its predecessor (Dragon Age Origins), shows all the signs of being rushed out the
door and yet has a number of things it did right.
Dragon
Age Origins was somewhat of a sleeper hit back in 2009. They had taken
their time in developing a fantasy/medieval world filled with characters and
lore. You could create your own character which greatly influenced the story in
ways both big and small, your companions were wonderfully written characters
with lots of backstory, emotions and motivations. In short: a classic RPG.
Granted, Origins wasn’t exactly a
graphical powerhouse, but who truly cares about graphics when you’re offered
such an engaging RPG experience? A few years later, the sequel surfaced. But what
was supposed to be a proper follow-up to Origins
turned out to be a downgrade in most aspects, save for the game’s handful of
saving graces.
The first thing that separates II from its predecessor is the size, or
lack thereof. Whereas Origins allowed
you to traverse forests, cities, dwarven cities, II only allowed you to explore one city and its immediate
surrounding area. And by separating the regions with loading times, it only
made the game feel even smaller. The most troubling aspects were the obvious
reused dungeons which made it uncomfortably clear this game was rushed.
The gameplay was also overhauled and
not necessarily for the better. Whereas Origins’s
combat relied more on strategy, BioWare apparently wanted to make it more
exciting, so they attempted a tactical kind of hack ‘n slash. Though this made
combat more visceral, BioWare also decided it was a good idea to have the
player mash the attack button in between using skills. Not an improvement in my
book, just a failed attempt at pleasing everyone.
Characters are crucial to a BioWare
game and those on offer in DA2 are
somewhat of a mixed bag. While Fenris and Varric are among the better ones, I
couldn’t get into the rest. Isabella is a boring sexy pirate whose romance path
is simplistic and predictable. Merrill is a mostly annoying, failed attempt at
an ‘awkwardly cute’ character, etc.
Things get more complex on the story
front. While the scope is smaller than Origins’
story, I did like the change of pace. Rather than rounding up your companions
and saving the world (how novel…), this time you were just part of a family
fleeing an overrun city, just trying to survive. You make your way to Kirkwall
where you mingle amongst the lower class. After doing some odd jobs here and
there, you get to take part in an expedition and voilĂ , you’ve financially
secured your family’s future. Your name spreads and your opinions are
increasingly sought after. This also leads you to slowly but surely become more
and more embroiled in Kirkwall’s political conflicts. While the story’s size is
undoubtedly smaller, it gives the story more focus. Rather than skipping from
place to place, from town to town, you’re constantly concerned with one city’s
future. For better or worse, it also leads to a somewhat predetermined ending
(the city’s doomed no matter what), which is a far cry from Origins’ many endings, but it shows how
you can’t fix everything, which gives the game more in common with The Witcher 2.
Interesting. |
One such political conflict includes Knight-Commander
Meredith who has something of a zero tolerance policy when it comes to mages. Eventually,
it’s revealed that her mind was corrupted through a magical artifact. This is
completely uninteresting. Why? Because it lacks complexity and nuance. It’s
not a matter of politics, character motivation or differing worldviews anymore,
just a simple matter of her being turned evil through some magical force. How
interesting…
Not so interesting... |
Another thing DA2 did mostly right has to do with the romance options. Origins required you to raise characters’
approval ratings before you could romance them. This also includes the god-awful
gift system, a system I revile. With conversations and romances, the game
designers try to make you care for the characters. That’s the whole point: to
provide an emotional experience. The gift system couldn’t be more removed from
this goal if it tried. Granted, some items in Origins unlock an extra conversation, so there’s that, but overall
it’s such a dry experience. What is the emotional appeal in going to a character
in the inventory menu, selecting an item, give it to a character and see their
approval slightly change, accompanied by a random remark from said character? It
just emphasizes the romance as being a game of statistics (‘damn, I can’t romance character x yet, because the
approval rating is at 60’), not as a naturally
evolving relationship which in terms of romance is something no video game
has yet achieved, I think.
DA2 did it slightly different, both for
the better and for the worse. Rather than dealing with approval ratings, romancing
a character merely requires you to select the conversation option that includes
a big red heart. Again, it just emphasizes the technical aspect of romancing a
character. What is ideally supposed to be a naturally evolving relationship,
boils down to ‘press the heart-shaped convo option to romance’. At least Origins’ conversation system randomized
the order of responses, forcing you to carefully consider your response and the
character in front of you, rather than select the ‘good’ option in the upper
right corner of the dialogue wheel. What DA2
does right however has been called ‘rivalmance’, the ability to romance someone
even if the character disagrees with you. This is good in that it varies from
the usual way of romancing a character: select dialogue options that they agree with. DA2 instead shows that romance rises above merely agreeing with
someone every chance you get. You could be a mage, side with the mages and
still romance mage-hating Fenris, for instance.
So yeah, amidst all the massive downgrades,
there are a number of things I think DA2
did right, things that were well-written and interesting. The ‘rivalmance’ provided
a welcome variation on the typical way of romancing characters and the basic
plot—culminating in the game’s depiction of the Qun—was different from the
usual ‘save the world’-fare you see in every BioWare game. For all its
faults—and they are plenty—Dragon Age II
definitely had its moments.
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