Game: Dragon Age 2
Recommended price: $5
Metacritic Score: 82
Completion Time: 45 hours
Buy If You Like: More action-ish RPGs, Humorous party dialog, waves of trash mobs
In light of the impending release of Dragon Age 3, I decided to go ahead and play through the much-maligned Dragon Age 2. Would it be really as bad as everyone says? Well… maybe.
When Dragon Age: Origins came out, it was a love-letter to the Baldur’s Gate generation, featuring tactical and brutal combat, an epic and lore-rich storyline, and plenty of morally questionable scenarios. Dragon Age 2 follows mostly along similar lines, but there are enough breaks from the formula that you start wondering if the devs wanted to make a different game altogether.
Combat in Dragon Age 2 has a much more action game feel, even though it shares many things with the original. The Tactics system is still in place for configuring the AI, for example, and you can still pause the action at any time to issue orders or directly control different party members. Indeed, in the beginning, it felt largely the same as Origins, albeit “quicker.”
The major problem though is that the game throws waves and waves of weak enemies at you, even when it doesn’t make any sense. You could be walking around the slums when BAM! Thirty dudes try to take you out, ten at a time. While superficially more exciting, the challenge in these sort of fights is extremely low; the only times in which my party died were when an enemy spellcaster dropped an AoE spell, which typically will one-shot everyone nearby before you realize what’s going on.
Bioware went a different direction with the plot and overall story structure as well. Instead of fighting another Blight or dealing much with Darkspawn at all, the story follows your character as he/she… well, lives in a city. On one level, it felt pretty novel to experience a former refugee’s rise to prominence, especially given how reasonable the path ends up feeling. I especially liked how each game Act fasts forward time by 3 years – all too often it feels like the average RPG sort of assumes all this character development and world-saving occurs within a week.
On the other hand, the lack of any discernible threat puts a lot of pressure on the incidental stories being interesting… which they are largely not. The underlying plot of Dragon Age 2 is an exploration of the Circle and Templar tension within the Dragon Age setting. While I always thought that bit lore was cool, it isn’t enough to carry a 40+ hour campaign. At one point, the only quest left I could complete was the plot quest to find some Blood Mages who ran away, and all I could ask is: who cares? Those Blood Mages have nothing to do with anything, even in context.
Another major issue I had with the game was the rather outrageously blatant copy & paste job with the environments. Going into a cave? Guess what, it’ll be the same cave you always go into, except maybe certain passages will be blocked off this time. Given how the game takes place in one main location, I can understand reusing assets to an extent. But when every warehouse, every cave, every secret base all have the exact same map even when they have no rational reason to be shaped similarly? Call it what it is: developer laziness and cutting corners.
Overall, the online criticisms of Dragon Age 2 largely hit the mark. It is very clear that DA2 was an experiment, and it is equally clear that even Bioware acknowledged that things did not pan out quite as they had hoped. Although some characters from Dragon Age: Origins make cameo appearances, there isn’t a real reason to encourage that fans of the original game to play this one. It isn’t awful, in isolation, but it’s not compelling enough to deserve the Dragon Age title.
There are a lot of tropes in RPGs that go largely unexamined, but I experienced one in Dragon Age 2 recently that seemed especially egregious: the impossibly unlikely encounter.
Now, you know how it is, you are walking around town and just so happen to stumble across a conversation between a woman looking for her son and guards clearly not interested in searching for him. What were the odds you would be walking by that one-minute exchange in the middle of a sprawling city? It’s a trope, but I can forgive that out of necessity; how else could you really set up such a quest organically, right? I’m not talking about those sort of encounters.
No, I’m talking about the part in Dragon Age 2 when I run across a band of Elvish assassins confronting a human along a desolate path on the Wounded Coast. The human is apparently a former werewolf who inadvertently killed the mother of the main Elf assassin, but the Warden from the first game has cured his lycanthropy. You get the choice here between letting the assassin finish the job, defending the man, or trying to shame the Elves into leaving. I did the latter, got paid 50 silver by the grateful man, and both parties left.
This wasn’t even a quest. It was just a goddamn throwaway encounter miles from any sort of civilization and/or rational explanation for how the two people could have met one another just in time for me to waltz by. It wasn’t like this dude was trying to assuage his guilt by watching the beach. As far as I can possibly determine, there was no reason for him to be there at all; he was not a trader, nor hermit, nor on the run. I would have been infinitely more sympathetic with my suspension of disbelief if this occurred in the city. Or in a cave he was hiding in. Or as part of a plot-line or rumor which suggested someone was looking for a former werewolf. Instead, this scenario gets more and more ludicrous the longer I think about it.
I mean, sure, most of the quests that I have seen in Dragon Age 2 so far seem rather unlikely. Who exactly is going to trust a complete stranger who was conveniently eavesdropping on your conversation in the first place? Actually, it might be fun for there to be an RPG in which all of these sort of tropes are subverted; some sort of deranged, manic dude cavorting into the middle of groups of people and “completing their quests” based on random snippets of dialog. But, man, that Wounded Coast encounter is on an impossibly absurd level of its own.