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Dragon Age 2 Review

Nick_Tan By:
Nick_Tan
03/12/11
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE Action RPG 
PLAYERS
PUBLISHER EA 
DEVELOPER Bioware 
RELEASE DATE  
M What do these ratings mean?

Maker's Sigh.


In Dragon Age II, the Maker's Sigh is a potion that allows a player to redistribute any character's attribute points and abilities from scratch, a potion apparently so delicious that even Bioware seems to be drunk off it. (Must taste like DLC.) Have no doubts, Dragon Age II still feels like a Dragon Age title, with a player-driven story, epic battles against ogres and high dragons, and enough medieval inspiration to make Geoffrey of Monmouth blush. But this sequel has a distinct slant – a different story to tell – that turns the Dragon Age series on its side with an unusual confidence. It is a choice that is as boldly refreshing as it is oddly disappointing.

click to enlargeAt its core, Dragon Age II strives to accomplish two things: action-based combat that is swift, immediate, and satisfying, and a complex rags-to-riches story where the line between good and evil is not as obvious as Grey Wardens and darkspawn. Both tasks have a high degree of difficulty coming from Dragon Age: Origins, which is centered around methodical group-based tactics and an easily likable epic about a humorous fellowship of underdog heroes uniting a kingdom and slaying the big, bad evil at the end. Dragon Age II should thus be commended for shooting high, but while it succeeds on the new combat system, it bites off more than it can chew on the storytelling.

The main plot is framed around an interrogation of a beardless dwarf by a steely-eyed, dark-haired woman in black Chantry clothing, and it is through the dwarf's narration that the account of the Champion is told. He begins the tale with Hawke, the protagonist, escorting his family through the mountains from Lothering as it is ravaged by the darkspawn in the original game mere days after the betrayal at The Battle of Ostagar. The kingdom of Fereldan is no longer safe in the coming Blight, prompting the family to escape in the hopes of catching a boat with other refugees to the port city of Kirkwall, where your family should find safety in the noble Amell estate. However, Hawke finds that the family's wealth and status in Kirkwall has been squandered, thus starting a decade-long journey where Hawke must rise from lowly refugee to heroic Champion.

The connection between this sequel and its predecessor is apparent but thin. Apart from a few cameos by party characters in the original and several references to the state of Fereldan as the years pass, the story in Dragon Age II is tangential to the events in the original title. While there's nothing inherently wrong with this approach, it is a lost opportunity given that Hawke is tied directly to Fereldan's past – a surprise given the numerous origin stories in the first title and the fact that the player has no choice but to play as a human.

Most mythical stories begin with a fall from heaven, an event that shatters the peaceful life of the protagonist who then tries to reclaim what was lost through the rest of the story. Here, the fall is clear – that's The Fifth Blight – but the state of heaven is not. We have little to no details on Hawke's life in Lothering or elsewhere, as a person whose sister Bethany and unnamed father are apostates, mages who have not been conscripted in the Circle of Magi, and is thereby constantly on the lookout for templars.

click to enlargeNot only does this constrain how much the player ultimately cares about Hawke's family, but it also hampers the theme, which if one exists, is about the fear and control of dangerous human potential, or in this case, magic. It is about the potential of apostates to become monstrous abominations through forbidden blood magic and the templars who must act on that fear by forcing mages from their families and into the Circle of Magi, where they learn to control their urges or be forced to become Tranquil, stripped of their magical powers and their emotions.

Unfortunately, this theme isn't placed at the forefront of the story until the third and final act; until then, it's a lingering backdrop to the more pressing issues of occupation, poverty, and racial discrimination (racial, as in dwarves, elves, humans, qunari, etc.). The game tries to carry the theme by tugging at the player's heartstrings, as Hawke is harboring his sister from the Circle of Magi. But there isn't enough tension in the relationship for the player to care, other than being told that Bethany is a sister and that Hawke cares. There's a disconnect between what the player feels and what the player character feels, as well as a disconnect between Hawke's ascension in the socioeconomic ladder in the first two acts and his intervention in the plight of mages against the oppressive templars in the third.

[Side note to EA: Do not create a nationally broadcast trailer that shows Hawke battling against a certain group of people. I had no idea what was going to happen at the end of the second act until I saw that blasted trailer.]

Without the aforementioned state of heaven or a heartfelt understanding of Hawke's family members through cut-scenes, there's only a general sense of remorse whenever something awful happens to them. Within the first thirty minutes of the game (so it's not that much of a spoiler), one of Hawke's siblings dies in battle, which is of course a tragedy to the family but hardly one to a player who just started the game. There's also another moment where one character can effectively leave the party for an entire act, about twenty hours of gameplay, and then returns in a cut-scene that can be essentially summed up by “Hey, what's up?”

All of this is disappointing only because the story dreams of putting the player in complicated situations where there is no clear answer to the issue between mages and templars. Most members in Hawke's party have a strong stance on the issue, and it's up to the player to make the final decision, though whatever that is doesn't matter much as far the ending is concerned. Nor does disagreeing with your party members.

click to enlargeAs a replacement of the approval/disapproval system from Dragon Age: Origins, the more casual friendship/rivalry system limits the chances that a follower will leave because they disapprove of your actions; in fact, a rivalry boosts a party member's stats as much as a friendship. All that means is that the player is rewarded for being favored or unfavored by a character and nothing in between. On that note, it's a bit misleading; a party member who disapproves of a decision may leave the party permanently at a particular juncture, though they might not leave immediately on the spot.

It also doesn't help that some party members don't have meaningful journeys throughout the game and turn into quest-givers more than characters with room for personal growth. Moreover, no party member has as forceful or as memorable of a personality as Alistair, Morrigan, or Sten from the original game, which may again be a conscious decision by the writers to make the story more human and complex. The unfortunate outcome, though, is that the payoff doesn't match the potential, and Dragon Age II feels flatter by comparison. There aren't even any epilogues telling what happens to each character after the finale, or any romances that end with sex scenes that actually show skin. Why is this rated “M” again?

This much negative analysis, though, needs to be tempered. One major improvement is the replacement of neutral responses with sarcastic ones. Though the dialogue between party members steers closer to the more dramatic “mage vs. templar” issue, the humor found in the original title is now a part of the protagonist, if the player so chooses. Even with the problems in the storytelling, the character development and player-driven choices are enough to see the plot to the end. It can be a short ride if all the player does is get through the main story, but being ever the completionist, I clocked in about 50 hours in a single playthrough.

Much of the motivation to continue the game, however, stems from the new action-packed combat system. No longer do characters stroll over to an enemy and whack away in a stationary circle, waiting for attacks to finish on a queue. Warriors and rogues can unleash a furious flurry of swipes and push back an enemy with sheer physical force, while mages spew magical energy blasts as if they're wielding some kind of wooden lightsaber with flourishes that would make Gandalf proud. Activating an ability is immediate and usually devastating to an opponent, especially if it leaves a opponent disoriented, staggered, or stunned and open to a cross-class team combo. Overall, it paints a better picture of what an actual fight with swords and magic would probably look like, while still having the ability to pause the game and assign attacks and tactics using the familiar radial menu.

click to enlargeComplementing this are improved skill trees, with succinct skills and descriptions as well as specializations that are already unlocked. Runecrafting, potion-making, and poison-coating have been made simpler thanks to resource gathering, where any roots or material veins the player finds are turned into permanent sources rather than one-time items. Followers don't need to have their basic armor improved manually (though that means they can't run around all semi-nude), and the Maker's Sigh allows the player to easily respec any of them. Graphics have been improved in the animations and environments, with the exception of some plastic-like hair. Completionists will also appreciate the sheer quantity of follower missions and side quests; not soon after reaching Kirkwall proper, the player will be swimming in quests.

Several technical flaws, however, hamper exploration tremendously, the most severe of which are occasional game-freezing glitches and recycled dungeons. Not only is the player limited to day and night versions of Kirkwall and a few areas along the city's outskirts, but nearly every dungeon is repeated about three or more times over the course of the game. The only difference between each iteration is that some passages are blocked and some are not. Couple this with the inability to teleport freely from one point to another, and the sometimes 15-second loading times can make exploration feel unnecessarily labored. Getting from the top of the Sundermount back down to the map selection screen takes about four minutes of boredom. It just makes a cramped experience feel even more so.

In their reimagining of Dragon Age II, Bioware has transferred one too many points from storytelling and exploration to combat. That doesn't mean this sequel is beyond playable or even average; Dragon Age fans will likely have the heart to finish it without too many complaints despite its flaws, but even they will feel unsettled at times. Nonetheless, Dragon Age II carries enough from its triumphant predecessor that it doesn't tarnish the Dragon Age name too much, though it creates one of those weird moments in life where people realize just how much they can let slide for the sake of enjoying an experience. Much like a threesome. Uh, never mind.
B+ Revolution report card
  • Swift, immediate combat system
  • Complex, localized story
  • ...that has an extremely weak origin story
  • ...and a theme that could be executed better
  • +/- Complex characters that aren't as memorable
  • Sarcastic dialogue options
  • Improved skill trees and resource-gathering
  • High replay value
  • Recycled dungeons
  • Glitchy
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Comments
  • 213EDD
    213EDD

    Joined: Sep 2007
    Posted: Mar 12th, 2011 at 11:40 am
    Only glitchy on Consoles. Figures
  • Rushko
    Rushko

    Joined: Jun 2010
    Posted: Mar 12th, 2011 at 11:36 pm
    Still can't believe anyone could like this new battle system. I mean, did you really enjoy having to mash X for 50 hours just use the basic attack? Mind-numbing
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 13th, 2011 at 12:09 am
    Like @213EDD said only on consoles. The PC just has a right click once feature and it works beautifully without mashing anything. The PC version also gets Direct X 11 High Res textures that the consoles don't get. PC always wins in the end when it comes to multi platforms (despite owning a PS3 and X360).
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Mar 13th, 2011 at 12:52 am
    @Rinnon: Heh, well you ARE talking to a guy who finds Dynasty Warriors a guilty pleasure. But in all fairness, I play plenty of action RPGs that require lots of button mashing for basic attacks like Kingdom Hearts, Rogue Galaxy, and Diablo (button-clicking). I don't find it detracting from the experience unless that's all I'm doing, and in DAII, I frequently move around the battlefield and time my special attacks carefully for maximum damage. This also doesn't exclude the fact that the majority of turn-based RPGs force players to mash X button just to select attack in a menu over and over again. Either way, it usually doesn't bother me.
  • Ivory_Soul
    Ivory_Soul

    Joined: Nov 2005
    Posted: Mar 13th, 2011 at 1:50 am
    Like @Nick_Tan said it doesn't bother me either. I played the original Dragon Age on the 360 (I didn't have a good PC at the time) and that's just what action RPGs are really. The PC version just has you mashing a lot less. To me, with every button press you're rewarded wit brutal and punchy combat in DA2 and that's good enough for me.
  • Kiristo
    Kiristo

    Joined: Oct 2008
    Posted: Mar 13th, 2011 at 8:16 am
    I forgot this came out in March....time to go get it.
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: Mar 13th, 2011 at 11:50 am
    @Nick_Tan: Um, I'm right over here. I think you were talking to Rushko. I can assure you that He and I are not affiliated. I played the game on the PC and so I didn't know there was a button mashing problem to begin with. Frankly, I'd never buy a game like this for the PC. A lot of the improvements that were made to the game were completely based on things straight out of the Mod Community for the first game. I'd hate to be without that for this game. The Makers Sigh? That started as a mod for DA:O just called the Potion of Respecialization, and it did the same thing. Being able to have a Dog summoned? Again, a Mod in DA:O that was quite popular allowed you to do just that, giving you 5 effective party members. (Since no one was willing to lose a party member to bring the Dog, it felt better having it work like a pet.)
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Mar 14th, 2011 at 11:13 am
    Heh, sorry Rinnon. I meant the comment for Rushko.
  • Rinnon
    Rinnon

    Joined: Nov 2005
    Posted: Mar 14th, 2011 at 11:50 am
    Ah, no worries.
  • pennpsu
    pennpsu

    Joined: Sep 2010
    Posted: Mar 14th, 2011 at 2:47 pm
    Does anyone see a pattern developing at BioWare now that EA signs the checks? Do you remember any BioWare games BEFORE EA that were as divisive as ME2 or DA2? Whether you think it's an improvement or not, you have to admit that BioWare is simplifying their RPG's to appeal to a larger audience. We love RPG's for their complexity, customization (INVENTORY AND LOOT!!), incredible stories and the ability to shape and develop your characters with deep talent trees. Past BioWare games were the gold standard for RPG development, utilizing all of those tenants to create the top experiences in the business. EA is "streamlining" those elements and completely eliminating others. It's really a shame, EA can develop hack-n-slash and FPS's without BioWare, I also predict that after the founders of BioWare satisfy their obligations to EA they jump ship, and start a new RPG studio.
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Mar 14th, 2011 at 5:33 pm
    @pennpsu: I think you're on the right track. My concern with the relationship between BioWare and EA is that BioWare may now be forced to come up with figures every quarter. The shortened production schedule means that the polishing and concept phases are cut short, and for a long and involved RPG that BioWare is known for, that kind of schedule may be hurting them. And then by adding in the action component, quality is strained even further. Let's see what happens with Mass Effect 3.
  • pennpsu
    pennpsu

    Joined: Sep 2010
    Posted: Mar 14th, 2011 at 6:26 pm
    Thats what I keep telling myself Nick. ME1 was such a towering achievement in console RPG's. If ME3 doesn't get back to customization, solid story and rich RPG mechanics, BioWare is done. For me anyway.
  • ghost12000
    ghost12000

    Joined: Mar 2011
    Posted: Mar 14th, 2011 at 7:12 pm
    Knights of the old republic and jade empire where good games, prolly cus they used d&d for the combat now its all lets make combat fast paced and not as much thought. I liked da2 but they kinda forgot what hardcore rpg fans like myself like in an rpg.
  • Blazin13
    Blazin13

    Joined: Dec 2010
    Posted: Mar 20th, 2011 at 8:17 pm
    I can agree on the fact the Dragon Age 2 does feel a tad bit dumbed down in comparison to it's predecessor, but I for one still enjoyed it (except that damn ending that drops you flat). I can also agree that ME1 was an exceptional achievement in terms of console RPG's, but I preferred the style of RPG that ME2 brought to the table. With EA now signing Biowares checks the games they produce now and into the future will likely have to have somewhat satisfying RPG elements tempered by more action focused gameplay (Dragon Age 2 being the prime example). While I did like the loot and custimization within ME1 I grew extremely tired of having to, literally after every single battle, reorganize and manage my inventory. Unfortunately with the trend in current Bioware titles it seems you must lose something (be it story, loot, or customization) to gain something (namely action, focused narrative, or more stream-lined gameplay).
  • pennpsu
    pennpsu

    Joined: Sep 2010
    Posted: Mar 21st, 2011 at 4:40 pm
    @ Blazin...DA2 followed the same formula EA forced on ME2, make everything simpler, dumb down for the CoD generation and focus on graphics and combat. Thats what streamlined gameplay means. What was added to the narrative in ME2? The Collectors, maybe, but the "plot" was form a team for the final boss fight, thats it!!. I bet you could play ME1 then ME3 and not not miss a thing. Whether ME2 or DA2 are better than their predecessors are a matter of opinion, which were developed for hardcore RPG fans is a matter of fact.
    Inventory management, character creation and customization, STAT based skills and combat, epic story, thoughtful game design, those are what MAKE an RPG an RPG. When you start streamlining and simplifying then when does it stop becoming a true RPG? Thats what fans of the genre are disappointed about. We are losing the games from one of our favorite developers in favor of mass appeal, much like BioWare is slowly losing their souls.

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Also known as: dragon,age,2, Dragon Age II


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