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That from a technical and gameplay perspective it’s damn near perfect is shocking. That it isn’t loaded down with DLC and micro transactions is miraculous. Sure, it’s not the Dragon Age game I wanted and the story could use some work. I was waffling on getting it up until release day and I’m glad that I did.
Mechanics, sure. Could argue that. Tone? Not really.
While I’ve liked every Dragon Age game, the tone is different each time and it gets further from DAO every time. DA2 is still dark, but it’s missing the coming together of Origins. Because it’s a more personal story focused on character’s drama the whole game feels less like you’re building your party to accomplish something and more like people at work. DA:I has its darker moments, but largely its about uplifting people out of darkness and what role faith and truth have with us.
DAV is about the people who have to do the work when no one else is around. It’s like if you needed to ask college department heads to help you solve the end of the world. You need each of their knowledge, but by the time you figure it out what’s going on you’re the only ones who have everything you need to do anything while also being very much the wrong people to do it.
I’ll give you that thematically it doesn’t sync up as well with DAO and 2. DA:I was also pretty “rah rah teamwork” but definitely this doesn’t have the same depth. Setting-wise, we were told it was gonna be in parts of the setting we have only heard about so I’m willing to be more lenient there.
I don’t think the lore is whitewashed, but every much presented in a “Big Wiki” way that honestly BioWare has leaned on since Mass Effect a bit too heavily.
I think one thing I wish they did different is fewer faction options for your character but more dialog involving the one you pick. I like all but one (Not that I hate them, I’m not sure what it is the Lords of Fortune do here), but I feel like Grey Wardens get the most attention, with Shadow Dragons and Crows following up. Mourn watch is a cool group to interact with and learn about that adds a lot to the lore. They don’t feel very involved in the story.
I know what you mean. I was hoping they were going to do it how it was done in Origins. They often talk about your last mission, but it would have been more impactful if they had just let us open into the last mission and maybe meet Varick after. Then time skip ahead to where the game starts. I think that would have been amazing, because atm it kind of just feels like your factions (most) don't mean that much. I hear the Grey Wardens and Mourn Watchers are the best, I think I'll do Grey Warden in my final playthrough.
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I really hope they do because they're just hindering their own game if they don't.
Where did you get the idea that they start from scratch everytime when there is a change of direction? As if they don't have a backup server? No offence, but this feel really dumb from a business perspective.
I’d have to dig up sources, but it’s late and I’m tired. From my understanding, the game was at one point much closer to DA:I. Then sometime after the Dreadwolf team was put together after Anthem was launched but before it collapsed, they were doing a multiplayer-focused game. Then finally the single-player game we ended up getting. I can’t imagine any of that is good for keeping coherent writing or stories together.
If I’m wrong, I’m happy to be corrected.
I found that "start from stratch" is bit tad over-dramatik, If anything, since its the senior's decision to decide on what to keep and discard, then it's up to them to report to EA about estimated extra cost and time.
Still I can imagine how devastating to team moral it could be, it's not a fun place to be with much project uncertainty on top of contractor relationship/ in-house capabilities, evey single decision will cost them money.