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Dragon Age II: After the Hype (and Hate)
Jul 25, 2011 9:50AM PST
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Tags: Dragon Age III (PC) Dragon Age III (PS3) Dragon Age III (XBOX 360)
It seems to have become a thing for me to end up enjoying RPGs for reasons completely different from why everyone else likes (or hates) them. Dragon Age II is one of those games that I personally couldn’t have reviewed if asked. All I would really say is that I keep playing it despite the game’s many failures.
I finally started up and finished my copy of Dragon Age Origins towards the end of last year in preparation for the sequel this past March, but muddied opinions caused me to wait until it was on sale this past month. Even then opinions hadn’t really cooled down.
NeoGAF in particular seems to think that DAII is the worst Western RPG ever made – I frequently see it at the bottom of tier lists for the genre. Coming in prepared, at the beginning of Act 3 I can definitely understand why – if you tried to get into the game for traditional RPG delights. The concept of the game probably threw people off and the execution in many places was honestly undercooked.
The combat system is indeed dumbed-down from Origins. Normal mode in DAII feels about equal to easy mode in Origins, particularly on PC (what I played on). It feels more similar to a console action RPG where you can just let your buddies fire at will while you do your thing. I still choose to zoom out, pause, and strategize in every battle, and so far this has robbed the game of all difficulty. I also miss the ismoetric camera angle.
I didn’t really care for the combat much in Origins though. I mean it was great on PC – very tactical. It just wasn’t the reason I wanted to play the game, so I actually don’t care that the combat was dumbed-down in DAII. I can just get through it and get on with things.
The real meat of DAII and why a lot of people seem to hate it though is the idea of the game. Foregoing the epic adventure against evil for the social politics and intrigue of one city is pretty bold ground for a mainstream RPG, and is honestly a move that I applaud. Even if the execution is overall a failure in this case, it was still a great idea.
For this to work you would really need to sell the vision of Kirkwall as a city, and BioWare just didn’t do that. I mean sell its culture, landscape, politics, and its visual identity. The visual identity was most markedly absent with environments I can describe in one word: tan.
Even in DirectX 11 a lot of places in DAII remind me of PS2 games. The graphics engine doesn’t fail in this game, there’s just barely any art design for it to show off. Sure it looks less generic than Origins, but DAII has just traded the word “generic” for “bland”. Exploration has also never been BioWare’s strong suit, resulting in said bland environments feeling disconnected.
It just doesn’t feel like they put time into making Kirkwall. Compare it to another RPG that takes place entirely in one town with menu-based exploration: Persona 4. Each individual section of Inaba in that game looked distinct and had its own purpose: the school, residential, the market, the road by the lake etc. Inaba had that organization and use of color all inspired by the look and feel of a quiet rural Japanese town. I don’t know if Kirkwall had any real-world or artistic vision to follow, but it would have helped.
But Kirkwall isn’t a rural town – it’s supposed to be an entire city state. If this setting were handled by any RPG developer other than BioWare they may have tried to make it look vast like an RPG setting is supposed to be. There is no shortage of urban-themed open-world games for example, but Assassin’s Creed is probably the most pertinent.
The other great idea of DAII’s setting is the social upheaval within Kirkwall. What I like about the game is that it isn’t really the story of magic and monsters, but how those things affect people, bring them together, and tear them apart. It’s one of the same main reasons I enjoy The Witcher games.
Where I am of this typing, a main “antagonist” hasn’t even showed up yet. Maybe that’s confusing other people, but I never saw it as a storyline about good versus evil, just people clashing, and the player trying to take his place within all that. Even if the execution doesn’t interest you a whole lot, you have to admit that it’s something we probably need to see more of in RPGs and maybe games in general.
Like previous BioWare games, the one thing that kept me coming back to DAII however was the characters. With this game in particular though, what ultimately attracted me was the story’s focus on the main character, and the people and events in his/her immediate vicinity.
One of the first things that really got me interested in DAII was how BioWare took the time to develop the protagonist’s entire family: his/her mother, brother, sister, and uncle (and eventually cousin I hear). Sure the game started out with just a bunch of fetch quests, but I think they did well to fill out the regular life of the main character. The first entire act of the game really is just “the life of one person who happens to live in a fantasy world,” and I liked that. It’s a much more personal focus compared to most RPGs.
That extended out to the protagonist’s friends who are as well-realized as usual for BioWare games. Like Origins, I find myself more willing to complete their personal quests than I am the main quest. That’s really become the main reason I buy BioWare games anymore, and that’s one area that even a 16-month development cycle can’t seem to ruin.
So, yes, if you’re looking for all that other stuff like actual gameplay, exploration, and an epic story, Dragon Age II probably will feel like the quick cash-in that it likely is. You still have to admit that it was a cash-in with a pretty unique approach to RPG subject matter, even if it only executed that JUST well enough to make it engaging for some people.
The Witcher 2 still beats this game up and down the street though, and on probably a fifth of the budget too.