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Tuesday, April 26, 2011
Dragon Age 2's ending: The Last Straw
We're talking about Dragon Age 2. Again.
This will be, I think, the fourth review of Bioware's DA 2 on this site alone. I will make my actual review very quick and then get onto the point of this article - constructive criticism. Yes it will be as smug and deluded as it sounds.
So, a very quick review of a game I'm very interested and emotionally-invested in. This sequel tries a lot of new things to break away from the traditional Bioware RPG plot, and for the most part I think it succeeds beautifully. I absolutely love the party-members and Hawke's relationships to them - they really felt more like friends and less like quest companions. I think the linear, framed narrative is restritive but spectacular - balancing emotion, plot and subtle recurring themes and motifs in a way I've never seen in this medium. I was hooked. And the combat - superb. I prefer it over any combat system Bioware have put out before.
However... the setting is very poorly designed and far, far too small. The opening to the game (excluding the framed narrative, I would say) is a confusing, dull, poorly-structured mess. And the ending...... well this is what I want to talk about. It killed the game for me - it's broken, short, rushed, meaningless and involves very little role-play. It is - don't pardon the pun, it's awesome - an abomination.
Seven out of ten, but only just.
But what I wanted to blog about is how easily this game could have been saved. I finished the game yesterday and spent an hour or so yelling at the walls about how I, or any fan, could have written a better ending in a day.
So - in order to calm myself down - here's an idea or two for a more competent ending. I'm not saying I'm about to write anything good here, but I guaruntee it will be better than the final, appropriately-titled quest in Dragon Age 2 - 'The Last Straw'. I'm going to try and make this pretty close to the real ending, except for the very first bit. My spin on the tale begins when....
* Flemeth returns. At the Bone Pit, as soon as the high dragon dies by your hand, another one appears. Your weary party is frightened but determined, and you sigh deeply when the dragon transforms into Flemeth, who laughs haughtily. She warns you that your role as Champion is about to be truly put to the test, and that you will have to strengthen yourself and your principles before the day is done. She slinks off in human form. Returning home, you find Bodhan and Sandal leaving your estate for Orlais. They are pleased to have seen you before they go, and they say their goodbyes, giving you one last chance to enchant, buy and sell. There is a note from Orsino or Merdith, begging you to rush to the Chantry.
* You arrive outside the Chantry, to find Meredith, Orsino and one or two templar bodyguards. The two (who, incidentally, really should have been introduced to the plot in Act 1 or 2) are arguing personally and bitterly. Orsino wants to call out the Reverend Mother. Both are armed and it looks like a duel is about to break out. You attempt to either reason with them or goad one on, but just before the reaction you attempt to foster either dawns or fails, Anders shows up.
* Anders makes a speech about Mages' rights. A good speech. A good speech that lasts more than five seconds and is actually very moving. Hell, maybe his voice cracks. Something soft and kind that makes you weep for the mages no matter what your alignment. And then, Justice appears in his eyes. Anders glows blue and gets pissed off. If you have a friendship you can attempt to calm him down, and if you romanced him, you can try even harder. He falters but doesn't stop yelling. The player starts to realise that the dividing line between Anders and Justice / Vengeance has blurred - you hear them both speaking with one mouth, but they clearly agree. They want blood. If you romanced Anders, there is dialogue explaining how this happenned behind your back. Hawke is either hurt, proud or angry.
* At this, Anders makes his move and performs a spectacular, non-demonic spell which completely destroys the Chantry, including several innocents and the high priest. And the player understands how he did it! For a moment, we let the horror of what has happened sink in, then a crowd slowly begins to arrive. Meredith is understandably enraged (not because of a magic sword but because the Chantry just exploded) and invokes some kind of rite, which would massively reduce the personal freedoms and legal rights of all mages in Kirkwall, some kind of Spanish Inquisition-type affair. Orsino is outraged, refusing to let his people accept responsibility for the actions of a single terrorist, and then goes further to demand that the Templars give up control of the city and grant more freedom to mages. They both argue, loudly, dividing the crowd, both making good points. The Champion's party-members arrive too, one by one, appearing behind Hawke and adding their voices to the row.
* Suddenly, Hawke is forced into a decision. Orsino and Meredith's weapons come out, simultaneously, and the player must leap in to save one of them. Hawke is given a choice of dialogue to make his position clear as he lunges, and give one side his support. The party he sides with is struck, surprisingly, not by his/her opponent but by an anonymous dagger or fireball from the crowd. A riot breaks out - mages, Templars and sympathisers battle, with Aveline's guards vainly attempting to break the fights up. The player fights a group of mages or templars, and the fight moves toward the Gallows, spreading throughout the city as it goes. If Hawke does not have a strong friendship with a party-member who disagrees with his decision (Fenris, Bethany, Carver or Merril, say) then he or she leaves to fight for the other side. Whichever leader you supported, Orsino or Meredith, is seriously injured but alive, and is carried to safety by sympathisers.
* Anders runs, a victorious but broken man - but Varric stops him with an arrow, through the leg, perhaps, or pinning him to the wall if that's not too cliche. Hawke takes a moment to speak with him, and the various party members demand that he should be killed, put to purpose on the team, imprisoned or even allowed to go free. If Hawke has a friendship with him, there is an emotional scene where we realise just how far Anders and Justice have fallen in the pursuit of their goal. If Hawke has romanced him there is a very emotional conflict. Hawke can, if the player is careful, convince Anders to repent, and separate from Justice - OR to convince Justice, now Vengeance, to take the body completely and aid you against either side. You must decide Anders' fate - to come with you and attempt to atone, to come with you and then go to the dungeon / be made tranquil, or to die. If he dies and was romanced, Hawke kisses him before killing him.
* Then there is the inevitable fighting. Hawke and his remaining crew battle their way through hightown, lowtown and the docks before reaching the Gallows. Along the way they mainly fight Templars (not an army of demons) if you sided with the mages, or mages (not an army of bloody demons) if you picked the Templars. Maybe there are even some dialogue choices where you can try to save commoners or something.
* When you reach the Gallows, the first thing you find is more fighting. You fight your way to the base-camp of the side you championed - a massed gang of mages or the bulk of the Templars. With no leader they are scared and outnumbered. Hawke delivers a moving speech - a long one, with several directions the player can take it in - and leads them out of the stronghold. At this point, if a party-member left earlier, s/he returns with a gaggle of mages or Templars in tow. Mirroring the earlier fight with the Arishok, there is a duel. The new enemy fights you, does not go down in three bloody hits like Fenris did for me yesterday, and falls. Then begins a war of words, where Hawke and the beaten companion try to convince one another to join them. Hawke can draw on their past to convince them at the last moment, and s/he dies either as a bitter, betrayed foe or a grateful friend. Then there is more fighting as his/her followers attack. Then there is a little rest where you can speak, one last time, with your party-members. If you have a love interest who is still alive, s/he steps up to kiss you before you go. Bethany or Carver, if they are a friend, apologises to Hawke.
* Finally, Hawke fights the personal guard of either Orsino or Meredith - whoever remains. Orsino absolutely does not suddenly use blood magic, but some of his followers do. There are demons, and they animate the forlorn statues of tortured mages that decorate Kirkwall. If you fight Meredith, the mages on your side animate the staues to fight a vast army of Templars. When all is said and done, there is one more duel. Your opponent, Meredith or Orsino, does not become a monster of any kind, but rather shows a more sympathetic, human side than we have seen from them so far. Between rounds of combat, there is dialogue where you debate the themes of the game. The foe is defeated - either killed or admitting defeat and going into exile. The survivor - Orsino or Meredith - reappears, still wounded. They bitterly regret allowing the conflict to escalate so much, and thank you, offering fabulous rewards. The player chooses whether to accept, granting them the Viscount's crown, or to execute/exile them himself, making himself the new ruler.
* We then return to Varric, who gives a long, long, description of the consequences of all Hawke's decisions to the Seeker. The Ferelden-bred peasant sirrah Hawke has made Kirkwall his home, and truly earned the title 'Champion'. The dark old city-state is now safe from bandits, the Qunari and the Chantry/Circle infighting, thanks to its strong and fair/powerful hero / Viscount.
If the player sided with the mages, then they are granted great freedoms in Kirkwall and eventually Ferelden and beyond - Hawke (and, controversially, Anders) becomes a hero and a new age of magic and co-operation dawns on the Free Marches, the Templars' numbers dwindling.
If the player chose to aid the Templars, then they an the Chantry regain control of Kirkwall and gain strength throughout Thedas. Mages and non-believers are restricted heavily, but a new age of peace dawns. Kirkwall becomes strong and builds an Alliance with Starkhaven. Instances of blood magic and rogue apostates drop sharply, and many lives are saved.
And if the player chose to rule Kirkwall himself, then we get something in the middle. Varric tells the story based on choices and allegiences Hawke made during the game.
And so ends the story of sirrah Hawke and the magic dispute in the Free Marches. The Seeker is surprised and impressed.
Well I feel a lot better now, anyway. Thanks for reading.
If you're slamming a fist on the table and crying, 'Bullshit!' after reading my version, then well... yeah, I hear you. It's just that - the above is genuinely what I expected to happen all the way through the third act. When the real ending came, I was as shocked as I was disappointed.
The reason I had such a negative reaction to this game, or at least the last few hours of it, is simply because I had such a positive view of the middle. I adored about 80% of this game, and I was crushed by that trainwreck of an ending.
The real question is - what would you have done differently? How would you have ended this game, or even begun it? If, like so many people, you felt let-down by Dragon Age 2 - how would you have liked to see that game play out? Do let me know in the comments here, or on the fanfic forum I moderate!
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Oh. And Bioware? I will work for minimum wage if you want me on DA3. Just saying.
Also - this.
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We considered having something like this during the latter half of the 14 month development cycle, but it was more cost effective to just cannabilize Mass Effect, without doing any of the things that make that franchise good.
ReplyDeleteIf you don't like what we did, feel free to complain about it on your little blog though, ;) Kthxnbai.
lol!
ReplyDeleteGreat ideas, Buch. If they had done anything different, it would have been 10x better than the ending we got. But these ideas are especially moving. Fingers crossed for DA3... David, if that is your real name.
I totally agree. that would have been an AWESOME ending. Much better than what we got. :/
ReplyDeleteI can take Meredith being crazy because of the idol, but seriously - wtf, Orsino? I wish you could talk him out of it somehow. Persuade him, or perhaps he can only be persuaded if you sided with mages at the beginning of Act 3, or... so many options, not one possible in the game.
Actually what I disliked the most about the game is the lack of choices you have - doesn´t realy feel like you have any impact at all beyond your own team-mates and even then you can´t influence much.
No matter what you say or do:
- Your mother gets killed
- One of your siblings gets killed
- Even if you are a mage and the Templars found out, you can´t join the Circle, even if you wished it.
- The Qunari attack and kill Dumar
- Seamus is killed in the chantry because you waited until night to go confront, you can´t go search for him right away
- All the people in the Bone Pit die, you can´t even warn them away
- Anders blows up the Chantry, you can´t persuade him not to, or persuade Justice to leave him or even kill him before he does that.
- You can´t help the Templar/Mage cooperation group to help kill Meredith in Act 3.
- You can´t join the Qun, not even secretly, or learn more about it (hate you, Bioware)
- You can´t persuade Meredith to give up the sword, even if she starts doubting herself in the middle of the final fight
- No matter what you say or do (unless you force him into the circle), Feynriel considers you his best friend
- Grace will hate your guts and try to kill you even if you did everything you possibly could for her. Bitch.
So, what CAN you actually influence? Pretty much nothing. No matter what you say, the final outcome of the game is pretty much the same. You can´t even stay as Viscount, since you´re not in the city anymore when Cassandra comes searching for you.
Good game, good fighting and I love the different races, graphics, fighting, dialogue... I love a lot of things, but the storyline? Meh.