This is the fourth and final part on a series of opinion pieces on BioWare's latest action-RPG title, Dragon Age II. In this post I focus on what is arguably the game's most polished aspect: characterization, interaction between characters and the cohesion between said elements. As this is a more story-centric article, there are a number of spoilers; you have been warned.
NPC animations during dialogue are a major improvement from DA:O. |
The dialogue wheel, apparently "inspired" by Mass Effect. |
The conversations also appear to be polished for the most part, as they now feel less like scripted sequences of binary, good/ evil choices and more like actual, emotionally invested dialogues. The animations used during said dialogues help on this subject as well, perpetuating the much-needed illusion of speaking to actual characters instead of merely sifting through conversation trees to get to the end as fast as possible. This, again, enhances the feeling of verisimilitude in the game, ending up as the saving grace for an otherwise mediocre entry to the series.
Anders introduced, one of the better characterized companions. |
A minor complaint: Hawke's sibling is absent for much of the game. |
A minor mention needs to be made, as well, to the voice acting of the game's cast; while the majority of the actors share distinct British accents, it ultimately works towards consistency and verisimilitude, as it reinforces the notion that the game takes place in a singular locale, rather than spanning across several - making it feel consistent and persistently believable.
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Here I'd like to thank the reader for persevering through a series of posts that detail a personal analysis of my time with Dragon Age II. While it was by no means a bad game, it was crippled by the developer due to overuse (and in some places, abuse) of combat, recycling levels and inconsistent story structures.
Here I'd like to thank the reader for persevering through a series of posts that detail a personal analysis of my time with Dragon Age II. While it was by no means a bad game, it was crippled by the developer due to overuse (and in some places, abuse) of combat, recycling levels and inconsistent story structures.
On the flip side, it offered a much deeper view of character interactions and integration to the game world, a highly polished combat system and a believable world (working despite, rather than because of the story structure).
Summing it up, my impression of Dragon Age II was that of a game that attempted to counteract the flaws of the previous title in the series, which it did achieve to some extent; sadly this was balanced out by a series of new design flaws that (in hazarding a guess) stem from the game's unusually short development time.
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As a point of interest, I played as a male warrior Hawke that favoured Diplomatic/Helpful dialogue options, romanced Isabela (and defended her in a duel with the Qunari Arishok), sided with the mages in the finale, tried to complete as many side missions as possible and spared Anders after his betrayal.
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