I had little to no expectations when I headed off to BioWare Edmonton
to check out
Dragon Age
II. I did enjoy the first game, don't get me wrong, but
I've never been one for dragging on something that has reached its
logical conclusion. Frankly, I didn't see where else the
Dragon Age: Origins
game and universe could go without feeling forced. I was pleasantly
wrong. As it turns out, there is a ton that BioWare could do
differently with
Dragon
Age: Origins, and they're doing it all in
Dragon Age II.
Aside from
Dragon Age II's
sleek new UI, which we'll get to in a bit, one of the most alluring
aspects of the game is how the story is conveyed. Instead of a third
(or arguably first) person recount of the tale, BioWare has opted to
tell the story through another story. The game opens with two
characters recounting their memory of world-changing events, and the
actual game portion takes place in the characters' portrayals of the
story. Confused? Don't be. Just think of the movie
The Princess Bride
and you'll understand what I mean. Better yet, your character gets
voice-overs this time around, so the story really is much more
involving.
Fighting a dragon in Dragon Age II
After playing the game for a few hours, I could see why this method was
quite a bit more powerful than the direct story telling of
Origins, but I
wanted to get word from BioWare as to the specifics of why they chose
this route. So, I asked Mark Darrah, Executive Producer how he hoped
this technique would impact the game.
"One of the main advantages of the framed narrative technique is the
passing of time. Because there is a fixed narrator, you can jump
forward in time. That lets us build a more reactive story," Darrah
began. "In
Origins
you could do a lot of things--side with the elves, try to become king--
so you ended up with a large 'decision backlog' and at the end of the
game the epilogue tried to sort all of that out, sometimes
successfully, sometimes not.

"But having the time passage in
Dragon
Age II, it allows us to do it right away, right in the
middle of the story. So going from Act I to Act II, several years go
by, and you can actually see the consequences of what you did in Act I."
But how far can you change the game world? It would, at least in
theory, be impossible to have a story so completely open that it writes
itself. How constricted is the game, and how do you steer the player in
a certain direction, but still allow them to make choices that will
affect the world? I asked Darrah this too.
"We do know where we need to get to," Darrah explained. "There are
certain events that need to happen. Player interaction with those
events can be different, but ultimately the subplots are designed to
support that central narrative. So you're pushing the story down a
certain path, and the side quests are presented in reaction to that."
Fair enough! The story is told well, and the impact you can have on the
way the story shapes is notable. So, how does the game actually play?
As a MMOG player at the core, it usually takes me a little while to
adjust to single player games.
Dragon
Age II was no different, even though I had played through
the first one. After I had the controls figured out though, I was good
to go, and that's when the combat started becoming fun. The combat
system, at least on a somewhat easy setting, is similar to an action
combat MMOG that you can pause for tactics. Your character will
auto-attack your target, and a hotbar at the bottom allows you to
perform your spells and abilities. In fact, despite some minor bumps
from initial unfamiliarity, the combat wasn't all that different from
what we see in some major action-based MMO games today. This was a good
thing, as it meant less time trying to figure out how to fight, and
more time lobbing off heads and uncovering the story. It was clean, and
it was fun.
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