
we are the champions…
Just finished Dragon Age II… Fun game, but not quite the sequel I was expecting.
I already mentioned that it didn’t actually follow the events of Dragon Age: Origins. And I’m OK with that. It’s kind of interesting to see the bigger picture…
In DA:O you spend the whole game fighting darkspawn and trying to end the blight. You finally kill the archfiend and it feels like you’ve saved the world. But over here in Kirkwall they never really noticed the blight. Sure, there were a few refugees… But life continued as normal. The Qunari were more of a problem than darkspawn ever were. Hell, the blight was just a business opportunity – all the darkspawn are dead now, so let’s run into the Deep Roads and grab us some treasure!
It really makes you realize that there’s more to the world than just Grey Wardens and darkspawn. That your heroic bit of adventure in DA:O was just the tiniest piece of the puzzle. And maybe, in the grand scheme of things, not even that notable.
There’s a very stark difference between the Mass Effect series, and the Dragon Age Series. The ME games are following a specific person’s heroic efforts to stop a specific enemy. While the DA games are telling a story about an entire world, and all its varied threats and heroes.
And I’m OK with that.
But DA2 didn’t feel nearly as epic or grand as DA:O did.
DA:O had you wandering all across the kingdom of Ferelden. You start out with your own, unique introduction and tutorial… Then you make your way to Ostagar… And then to Lothering… And then you make your way around to see the Circle of Magi, and the dwarves down in Orzimmar, and the Dalish elves, and you have to get help in Redcliff, and eventually you make your way to the capital city…
All the assorted side-quests take you to geographically distant locations. You’re actually trekking across the countryside. You’ve got your own war party, and you set up camp at night. You’re building a genuine army to hold back the blight.
In DA2, you’re doing various heroic things in Kirkwall. You never go more than a few miles from the city gates. You visit the Bone Pit… And the Wounded Coast… And Sundermount… There’s the expedition into the Deep Roads… But really, all the action happens in Kirkwall itself.
Which makes the game seem much smaller.
Sure, you save the city from the Qunari and start a massive uprising… But it doesn’t seem nearly as epic as trekking across the land and building an army to stop an archdemon.
And the dungeons get kind of repetitive…
To a certain degree, it makes sense. Again, you never really leave Kirkwall. So it makes sense that if you revisit Darktown or the Wounded Coast or whatever, it’ll probably look fairly similar to the last time you were there… And there are some little changes here and there…
But the fact of the matter is that they re-used the same maps over and over again. They just threw some rubble across a hallway here, or locked a door there. There were probably four dungeons in total. Maybe five. And all the assorted quests through all the assorted chapters were just variations on those few dungeons.
This, combined with the fact that you never really left Kirkwall, made things start feeling awfully repetitive by the end of the game.
And then there were the little changes to the world I’d grown familiar with during DA:O…
Qunari suddenly have horns. Maybe they were always supposed to have horns, and Sten was an aberration. Maybe not. But the only Qunari I dealt with in DA:O didn’t have horns, and it seemed odd to see all of them running around with horns in DA2. At the very least they should have featured a few Qunari here and there without horns, so we knew that Sten wasn’t an absolute freak and that we weren’t completely confused.
Blood magic has become virtually synonymous with diabolism. In DA:O, blood magic was outlawed and frowned-upon… But you didn’t have to play with demons if you were a blood mage. And there were a few instances of blood mages who actually turned out to be decent folks. In DA2, however, pretty much everybody who tinkered with blood magic wound up turning into an abomination.
And the whole abomination thing was really watered down… In DA:O, abominations were downright scary. They were something to be feared. You heard whispers about them here and there throughout the game… But only really ran into them at the Circle. And they were fairly tough. In DA2 you’re practically tripping over abominations, and they really aren’t that much different from any other critter you kill.
I did like how they handled equipment for your companions. It was nice not having to hunt around for armor for them. Nice that they had a unique look. Although it felt kind of odd that you didn’t share armor with your companions… But you did share weapons. Would’ve made more sense, I think, to make it all unique – kind of like Varric, and his crossbow.
The storyline was interesting. Especially how it all wound up tying back in to that Deep Roads expedition. And it’s interesting to think that you’ve managed to start a huge uprising across the land… I’m curious to see what happens with DA3.
I also really enjoyed the changes they made to the classes… Rogues felt far more badass than before. And warriors were far more mobile. Mages weren’t nearly as squishy in a fight. Combat felt more dynamic, more fluid… Less like slowly whittling down a tree, turn by turn. Two-handed warriors were viable DPS characters. Far more mobile. Able to leap into battle and carve somebody down. Nothing like the slow, lumbering tanks of DA:O.
It was great to see some characters returning… Bit characters from DA:O like Merill and Isabela became full-on companions. And companions from DA:O like Zevran just wander through briefly. It went a long way towards making it feel like a single world. Like your actions in DA:O weren’t completely forgotten – even if they weren’t central to this story.
All things considered, a very solid and enjoyable game. I just kind of wish it’d been a little more like a sequel to DA:O.
